Hecarim Build Guide by Morr33d
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
| Health | 2400 |
| Health Regen | 21.5 |
| Mana | 2030 |
| Mana Regen | 17.3 |
| Armor | 330.69 |
| Magic Resist | 167.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 0 |
| Attack Damage | 251.95 |
| Attack Speed | 30.955 |
| Crit Chance | 10%S |
| Crit Damage | 0% |
| Ability Power | 120 |
| Life Steal | 10% |
| Spell Vamp | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
The way of dominating top with mighty Pony of Doom!
Thanks to Searz for the awesome guide format! You can find it here.Welcome to my (Hecarim) CUTE PONY OF DESTRUCTION guide. I'm known as Morr33d on EUNE. First of all, I'm not a pro player, I'm hovering around 1500 ELO bouncing up and down and I play toplane in Mobafire Mercenaries. I've been abusing Pony a lot lately - he's beast both in ranked and normal games since people have generally no idea how to play against him and they assume he's going to jungle most of the time. Even pro players like Saintvicious, HotShotGG and Voyboy are starting to realize his powers and dominate with him on 2k+ ELO.
Hecarim has huge sustain in lane and great sustained damage once he gets his
WARNING: This is by no means short guide, so be prepared for throughout analyses and wall of texts!
Pros / Cons
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Pros![]() + Very tanky in mid/late game + Great sustained DPS + Great sustain thanks to his W + One of the best initiation ult |
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Cons![]() - Farm reliant - Not so strong against AP - Pushes the lane with Q - People don't love him enough :/ |
Runes
Runes for Solo Top
Main rune set
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As Hecarim is an AD tanky DPS, he definitely wants to run these marks to help his early game damage and lasthitting as well. As for any solo top champion, you want to run armor seals, as they help you with mitigating the damage dealt by both champions and creeps, even enabling to freeze the lane without losing more than 50 health per wave with the 19/11/0 masteries. |
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As Hecarim should be mainly used against AD champions, we don't need the early magic resistance, although it's possible to swap these for This one should be obvious, as mobility is the key factor nowadays and your passive scales out of movements speed. Coupled with boots of speed as your first item it it will provide you roughly +7 AD which is on par with AD quints. |

Other runes worth considering
These are some runes that can be worth considering, though as long you pick Hecarim against AD top you should stick to the main rune set.
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Greater Mark of Desolation Greater Mark of Desolation These marks can be used as well since Hecarim's These runes are solid replacement for movement quints, although I still prefer higher mobility over about +4 damage difference early game. |
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As I already mentioned, These ones are the option when you are forced to lane against AP character - although I would avoid using Hecarim against AP top, not because he can't handle such a lane, but more because he shines much more in other roles. When somebody picks AP character after you lock Heca, you can try to get jungle and let your teammates counterpick. |
Masteries
These are the go-to masteries for solo top, the 19/11/0 setup also known as Rincent masteries (named after Rincent who popularized this setup in his Kayle guide) which I slightly modified for Hecarim. Since our cute pony deals nice mix of AD+AP damage (AA+Q is physical damage, W+R is magical) and scales really good with CDR, going 19/11/0 instead of 9/21/0 (Taking Armor penetration in offense) is the option.
These one sacrifice damage for mana and health regeneration + reduced CD on flash. This is the only setup comparable to 19/11/0, but I think the benefits from Vigor and Meditation get irrelevant too quickly to choose this setup over the first one.
Summoner Spells
Flash Although it got nerfed, Flash is still one of the best summoners spells available on Summoners rift. Some may argue about Ghost being better, while this may be true later into game when you are tanky enough to chase for long time and your passive finally starts to give you AD from movement speed, Flash is better for getting out of sticky situation quicker (like towerdiving pre-9) and of course, YOU CAN FLASH OVAH DA WALLZ! CAN YOUR GHOST DO THIS? HMMM? HMM? Not to say you got built-in ghost in your
Ignite Ignite+Flash is probably the most used combo on top, since it provides extra damage to win the fights and because top lane is known to snowball really hard, having this extra damage by your side can change the favours really quickly. |
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Teleport In organized games, post-six Hecarim teleporting on bottom lane can quickly score 1-2 kills with
Ghost For those of you who prefer Ghost over Flash. Ghost is really good on Hecarim considering his passive giving AD out of bonus movement speed. |
Abilities






Some people were sad about this passive, complaining that it doesn't give enough AD etc. Well, to be honest, this passive is actually really good. It provides you with ability to walk through creeps and champions (No more OMGWTFCREEPBLOCKOMFGIDIED while you dive), which would be really good alone, but this innate offers AD as well! When starting with boots + 4 potions, you get +7 starting AD, which is as much as you would get from AD quints, and late game when you have your
- Nothing too spectacular about using this passive, although you can try this fun tactic by SivHD (Reverse Support Hecarim)

Rampage is a great source of sustained AoE DPS and has 0 seconds cast time, what means you can cast it while running without interrupting! The not-so-nice part about this skill is you need to get 2 Rampage stacks to get your cooldown reduced to 2 seconds (which can and should be reduced even more by CDR), but it's still awesome! The low cooldown on this skill makes it an excellent way to proc
- Try to obtain those 2 Rampage stacks prior trading in lane - your DPS will be almost doubled.
- It costs barely any mana and you can spam it all day long after you get your core, so don't be afraid to spam your Q!,
- Your Q should proc
Sheen everytime it's off cooldown, so try to sneak up autoattack after each Q cast.

Spirit of Dread is yet another source of AoE damage and offers sustain as well. This ability greatly enhances your dueling capabilities. On early levels (~ level 6) you heal for about 70-100 health every time you pop this spell while surrounded by minions and enemy champion. This ability is what makes you amazing soak in late game - it heals for 30% of EVERY damage dealt to your enemies in AoE (AD carry just critted for 660? Here's 200 health on plate served warm with pony meat!).
- Try to get as much enemies as you can get into AoE. Sometimes it may be wise to use W prior to jumping in with your ultimate.
Spirit Visage enhances the amount of healing done by this ability while providing CDR, Health and MR, this item is a really good option for mid-late game when you are forced to tank a little more.

This spell is mainly utility stuff - So I get one point early and max it last. This spell is capable of delivering huge burst, so you may want to max this over
- Try to use this right after you arive from your ulti and knock the squishy even further to your team.
- It does proc
Sheen and deals damage to turrets, so it can do huge damage to turrets similar to Nasus
Siphoning Strike.

One of the best, if not the best AoE initiation ultimate ability. It's basically Malphite's
- Don't be afraid to use this spell as an escape mechanism - you can jump over the walls with ease and you are immune to CC while travelling.
- Try to position the circular part behind the target you want to isolate - characters affected by Flee run exactly away from the champion, unlike fear, so you can easily split their AD/AP carry from the rest of the team.
Skill Sequence

This is the most optimal solo top skill order - even though you must still react to the game and change your build accordingly. It provides the balance between the damage and sustain and you can dive with ease once you hit level 6. You shouldn't really deviate from this build, unless you are either really behind or ahead.

This build is good when you are severely set behind and you just need to farm up the lane - I suggest running triple gold per 5 (

This build maximizes the burst potential of Hecarim - I suggest using this only if you are dominating lane by like 20 CS and 2 kills before 10 minutes, because you sacrifice all your sustain for damage, and even then, it's very risky.
Item build
This is the general build for early game against AD, you should basically win the lane after obtaining these items if you were even to this point. You can also buy one or two
Doran's Blade, but I feel that
Chain Vest helps you dominate the trades way more that
Doran's Blade. Regarding the boots: Tabi's are of course really viable choice and I'd suggest to build them, but lategame you want Mercury Treads and if it's possible, it's better to obtain them during the lanephase than selling Tabi's to buy them later in the game.
| Item Sequence | |||||||||||||||
Boots of Speed 350 |
Health Potion 35 |
Health Potion 35 |
Health Potion 35 |
Hexdrinker 1350 |
Mercury's Treads 1200 |
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Starting items
+ 3x
Boots of speedHealth Potion There's no other item you want ever start on with Hecarim than Boots of Speed. Providing you with AD, +50 movement speed and 450 health in potions to spare this is by far the best starting set of items that any top laner can buy. ![]() The absolute core
Glacial Shroud+Sheen+Mercury's Treads Those are the items which are the absolute must and you will eventually get them every game, no matter what. They provide you with the mix of resistances, CDR, damage and a lot of mana so you can abuse your ![]() Core extension
Frozen Heart+Trinity Force+Maw of Malmortius After obtaining these three items, you will be steamrolling tank of death stomping over your enemies with ease. But don't expect to finish this build most of the time since it's SO DAMN expensive. |
Reasoning behind the items and additional item choices
Frozen Heart
I believe this item is the only and absolute core on Hecarim. The reason is simple: this nice little jewel offers you everything you may possibly want.
The mana you need to spam your Q? Check.
The armor to dominate top? Check!
Cooldown reduction so you can spam your Q even more? Check!
AN ULTIMATE WTFBBQ SHOVEL INTO FACE PASSIVE WHICH REDUCES ATTACKSPEED? CHECK YOU *****!
Seriously, Frozen Heart can easily aspire for the best item in the League (read this article by DiffTheEnder from www.reignofgaming.net Why Frozen Heart is the best item in the game? to an idea about how awesome is this item).
Combined with your already amazing anticarry capabilities you just destroy all the autoattack based champions (

Trinity Force
Trinity force is the "Jack of all trades, Master of none". Despite this, you are one of the few champions that utilize every aspect of this item to it's fullest. AD, +% Movement speed and mana should be obvious. The phage proc helps you with chasing as you already have great mobility, sheen proc adds a lot of damage coupled with your Q and AP is utilized by crazy ratios on your W and R.
All in all, Trinity Force is the second big item you want to get almost every game.

Maw of Malmortius
Maw of Malmortius is the last of the core extension items, as it rounds up your overall tankyness with magic resistance while providing a lot of punch. As a bonus, you can utilize the passive really well thanks to your W as you can be low enough and still fight. The shield is awesome addition to your W as well, helping to survive huge burst which you can heal up later.

Hextech Gunblade
Hextech gunblade is really good luxury item choice as well, as you are again one of the few champions who can use every aspect of it. All of your spells except E proc spellvamp, you got 2.0 combined AP ratio on your skills and the Hextech Gunblade,

Sunfire Cape
Sunfire Cape is a great addition to your AoE presence while providing health and armour. At one point of the game you must decide between this and

Shurelya's Reverie
Shurelya's Reverie is a team-oriented utility item which is pretty good on Hecarim - but you should only get this if you were getting Philosopher's Stone during the laning phase, otherwise rely on support/jungler, as they should be the ones buying it. It can be obtained if you are dominating the game and you have to chase early before your supp/jungle has it.

Randuin's Omen
Randuin's Omen is still really good item even after it's nerfs and nerfs to Heart of Gold. You should only buy

Last Whisper
Last Whisper is to be obtained once enemies starts to stack armor (3 and more target having over 120 armor) and when you are carrying the game. I don't really get this too often, I rather get a little bit tanky, but it's still item to be considered while building DPS Hecarim.

Force of Nature
Are they running double AP comp? Here's your answer! The biggest MR bonus out of game, a lot of HP regen and you get +% movement speed on top? Could you love it even more? The only reason this item isn't core is because you often get enough MR with Mercury's Treads and Maw of Malmortius.

Spirit Visage
Spirit Visage isn't much of a luxury item as the rest of the items here - it's more of a mid-game counter to AP and a boost to your tanking capabilities. I tend to buy this item late game if I have I free slot, 1500 gold and I can't afford any other bigger item before the last push/baron.

The Brutalizer
The Brutalizer is amazing when you return to base with 1400 gold early game and you are looking forward to dominate your lane even more. CDR, AD and ArPen, those are the stats that enable Hecarim to stomp this enemy lane (combined with the skill build n. 3 Hecarim packs a helluva punch!).

+
Warmog's Armor+Atma's Impaler
Prior to the Atma's nerf (health to AD ratio lowered to 1.5% from 2%) this used to be the cookie cutter build of every bruiser.
Unfortunately (or fortunately?), Atmogs isn't that strong anymore so I'd rather stick to other items (that 15 AD nerf @3k HP really hurt its cost efficiency).

The Bloodthirster
You are so ****ing fed that you don't know what to do with your gold? You died like once last 30 minutes and you are roflstomping the enemy team? ROFLSTOMP EVEN MORE! Get your Bloodthirster today with a nice price tag of 3000 gold! We will provide you with 100 AD and a ****ton of lifesteal so you stay immortal as you've been till now!

Guardian Angel
Really good item to the late game or when you are snowballing. When you die in GA and you have your Onslaught of Shadows off cooldown, there's a really high chance you will make it out alive when you respawn even when you are surrounded by enemies (remember, you are immune to CC while travelling).
Doran's Blade
and
Doran's Shield
Doran's items should be mentioned in every guide (maybe except for supports lol, but still sometimes Doran's Ring may be viable on them) since they are probably the most cost efficient items you can buy in League. They help early game a lot, but don't get over the edge with it since they don't build into anything useful. Ideal number is even number of them and 4 is too much.

I refrain from listing terrible items, as I believe anything can work out when you underline it with a thought (I've seen AP jungle Hecarim with Lichbane and holy ****, he DID hurt!). Just try to be reasonable and don't build
Laning phase
Well, since this is solo top guide, it should be obvious for which lane you should be opting. When you are purple, you can wait in the base on the rocks right above the Nexus Turret (you can shop from there) and get your 4th pot while getting on the lane without missing a CS. Not reccomended as the blue side, since you can help your jungle with blue and relieve him of a lot damage.
Depending on your opponent, you can be aggresive right off the bat (if it's somebody who can't really duel you early game, like Akali or Jax), or wait 'till level four when you will have rank 2 of Q and rank 1 of the other two skills. Just remember to try get your Rampage stacks prior to trading.
When you are about to go back, try to push your lane under enemy turret - this way you minimalize the amount of enemy creeps dying and maximalize the number of your creeps dead (yeeee!).
Don't forget to get the wards!(
Vision Ward
Sight Ward) As I often say, buy a ward, save a life! You HAVE to get ward or two everytime you go back, one for river and second one for either tribrush, purple red or blue blue (huehue).
On level 6, when you have your Chain Vest and possibly Doran's Blade or two, you can easily dive your opponent as long as he's around 300 HP. Just use Onslaught of Shadows so he runs away from the turret, knock him further back with Devastating Charge while facerolling your keyboard and smashing Q. Spirit of Dread can heal you for about 150 hp while doing this, so don't forget to pop that up! Of course you should have wards in the river by this point, so you don't get whacked on by enemy jungler after your 15 seconds of fame after butchering helpless towerhugging *****. Once you destroy the enemy turret and you obtain your core items, you can move into mid game.
Midgame
Midgame ends for you when you finish Frozen Heart and Trinity Force or another luxury item.
Lategame
Farming
Team setups
AD carry:
Support:
Jungler:
AP carry:
Top: You of course!
Such a team pack a lot of CC and AoE, a single target burst may be something you lack, but you will own in massfights with ease.
Ending
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