Hecarim Build Guide by About 700 Ninjas

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.

League of Legends Build Guide Author About 700 Ninjas

Don't Fear the Reaper

About 700 Ninjas Last updated on April 23, 2012
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Solo Top

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 3

Honor Guard

Defense: 17

Strength of Spirit

Utility: 10

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Hecarim is the newest champion to enter the League. Best as a Jungler or Solo Top Bruiser Hecarim is a high mobility champion that specializes in being in the middle of all your enemies. I have played him quite a bit since his release and have found some good kits for him to share.

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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

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- Very fast Jungler and Movement
- Great CC and escape with Devastating Charge and Onslaught of Shadows
- Fast farmer with all AOE abilities


- Optimal in middle of enemy team
- Very item dependent
- Falls off late game unless fed

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Since Hecarim's Rampage and Spirit of Dread are AOE abilities and his Devastating Charge and Onslaught of Shadows require you to come face to face with your enemy you can expect to be focused. Armor and magic resist runes will be your best friend early-mid game. Speed Quints are almost a must on Hecarim due to his passive, the scaling is not the greatest to justify a hefty invetment but movement Quints will give you some extra AD to boot.

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Jungling: Pretty standard jungling build with tweaks for Hecarim since your main goal will be to charge in disrupt with CC and get out of dodge as soon as you can.

Laning: With running defensive runes you can focus very little in your mastery and hit that offensive tree hard. Due to his low cost abilities there is no need to worry about the mana regen in Utility and you most likely won't be running flash so no need for Summoner's Insight either.

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Core Items:

Trinity Force is almost a must have on Hecarim, he benefits from every stat on it not much to be said here.

Mercury's Treads: With Hecarim's passive Boots of Swiftness or Mobility may seem like a good idea, but the scaling is not good enough to justify them. Mercury Treads are best since you will be front and center in the enemy team and when it comes time to run you don't want to be held up by CC any longer than you have to.

Infinity Edge: Crit is always a good thing. Unless you are in a full blown team fight to the death odds are you want to run in poke and run out. Crits make this all the better.

Jungle Items:

Wriggle's Lantern: Free ward for Dragon/Baron/or helping out that lane that has not been able to go back in a while for wards, who can complain. The lifesteal is also great mixed with your W for topping off before that gank.

Maw of Malmortius: Makes going after those AP users a little less stressful and provides some decent AD for you.
Laning Items:

Aegis of the Legion: Gives you that extra bit of tankiness and provides help in team fights. A good alternative if someone else on your team grabs this is Atma's Impaler.
Optional Choices:

Atma's Impaler: While not as good as it used to be still a good item if you grab Warmogs.

Bloodthirster: You generally don't want to be standing to fight but if you find yourself in those situations this makes for some great survivability.

Black Cleaver/Ionic Spark: Again not great since you want to be on the move but never hurts to attack faster.

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Probably Hecarim's greatest combo is to rush in behind your opponent or run ahead with your Devastating Charge active. Before knocking back use your Onslaught of Shadows, if your Devastating Charge hasn't expired it will scale both into your Warpath for some extra damage. Once you hit with your Onslaught of Shadows finish your Devastating Charge on your main focus to knock them away from any team mates. If you are quick you can also hit your Rampage as soon as your ult's fear begins for some nice damage onto the enemy team.

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Summoner Spells

Ghost: Probably the best summoner spell for Hecarim since it can be used offensively and defensively. Great escape mechanic and if you find yourself in a fight and don't need it to escape you can always activate it to increase your passive for some extra AD.

Smite: Must have for jungling.

Ignite: Great for those low health enemies about to flash over a wall if you can't follow.

Teleport: Can be useful for extra map mobility or if you think you will have a rough time in land and be forced back frequently.

I wouldn't recommend any other Summoner Spells on Hecarim.

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Start at Blue Buff and work your way through like the image. Once you have cleared Red go to Wraiths again and you should be level 4 by then. At this point you should be able to gank very well.
Hecarim is a very fast jungler so you should clear to level 4 by the 5 minute mark at the absolute latest. When going through the first time you want to go Cloth Armor and 5 health pots. Pop a pot after Wolves, Wraiths and Golems to ensure you keep enough health to clear Red and Wraiths one more time with enough health to gank.

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Common Solo Top Counters

Not all inclusive but some pretty common ones.

Riven: They match up pretty well. Your best bet against her is avoid her stun if you can and poke and retreat her charging in with your E active.

Wukong: A good counter to Hecarim, he is slippery as an eel. Other than decoy beware using your Ult agains him, he can use his Nimbus Strike to a minion or other champion and completely avoid your ult.

Irelia: Hecarim can take her on pretty easily using the poke and run tactic as with Riven.

Gangplank: Hecarim can destroy Gangplank in lane. Wait until he uses his Remove Scurvy and then hit him with your ult. Other than that harass him while farming with your AOE.

Mordekaiser: He can outdamage Hecarim with ease. Easiest way to counter is poke when Mordekaiser's shield is down and hope he doesn't have spell vamp.

Tryndamere: Before level 6 Hecarim has the advantage, after level 6 Tryndamere does. Your best bet is to try and shut him down hard and early.

Nasus: This fight comes out pretty even, it will all come down to skill until Nasus farms his Q.

Renekton: Watch for his blade to go red, that is when his stun is active. If you can master this you will beat Renekton in lane every time as you can damage him faster than he can hurt you.

Singed: Hecarim beats Singed in lane easily but not without effort due to Singed's tankiness. You have to be very wary of his poison trail and save your E for when he makes a run for you. Always expect a charging Singed is coming in for a Fling.

Udyr: Hecarim has a very difficult time laning against Udyr. Turtle Stance will let him sustain longer than you in a poke war and Bear Stance will leave you vulnerable. Your best bet is to farm and wait for a gank.