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Hecarim Build Guide by SoulHarvester66

Other FULL SPEED AHEAD!!! Learn How to Nuke Like a Real Pony

Other FULL SPEED AHEAD!!! Learn How to Nuke Like a Real Pony

Updated on May 21, 2016
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League of Legends Build Guide Author SoulHarvester66 Build Guide By SoulHarvester66 13 2 295,398 Views 5 Comments
13 2 295,398 Views 5 Comments League of Legends Build Guide Author SoulHarvester66 Hecarim Build Guide By SoulHarvester66 Updated on May 21, 2016
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Introduction

So What's This Build About?

As the title might suggest, I'm making this guide to show the best way to get the most out of Hecarim's passive. I've seen many great builds for Hec here on Mobafire, but as I searched through them, I couldn't find any that took full advantage of his passive. Some of the top rated guides I've seen here even build minimal movement speed items. The first time I played Hec, I followed a guide I found here and did not enjoy it very much. I found the damage to be sub-par, and with little CC or team utility I did not find him to be a very effective tank. If I wanted a fast tank I could just play everyone's favorite armordillo Rammus.

But then one day I played Hec again and thought, "Hey, if he gets AD from movement speed, why do all the builds I see only build a couple movement speed items?" So I built my own way for rushing movement speed and AD and BAM i'm nuking people left and right. So I thought, "Why don't they have a build for this?" So here you guys go.
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Runes

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As you might expect, I take movement speed quints for increased speed and use of Warpath. Other than that I take basic MR glyphs, armor seals, and AD marks for the defensive and offensive stats, respectively. You can also take armor pen marks if you desire. You'll already have a lot of AD when you're rushing in full speed, so the armor pen can come in handy.
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Masteries

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I take offensive and movement speed masteries, for obvious reasons, but you can decide between Thunderlord's Decree and Stormraider's Surge . Either one is great on Hec. I usually take stormraider's, because you will usually do 30% of the enemy's health or more when you gank, especially on squishies. This will help a lot with chase and damage after the initial hit on an enemy; there's no getting away from you.

Thunderlord's, however, will help with the initial burst if you don't care about more help for the chase during a gank (you'll be building Boots of Swiftness - Alacrity, after all). You'll get this off pretty quick during a gank with your E>Q>AA. In addition, this will sometimes be better in fights where you can't get 30% of the enemy's health down, so this is completely viable as well. Thunderlord's Decree is better if you're going the tank route, as you will probably not be nuking people.
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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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Hecarim gains attack damage equal to 15 / 17.5 / 20 / 22.5 / 25 / 27.5 / 30 % of his bonus movement speed. The percentage is increased at level 3, and every 3 levels from there on.

Warpath is your passive and what this build is designed around. It's simple: the more movement speed you get, the more AD you get. Chase, escape, and damage all at once.
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Hecarim cleaves nearby enemies dealing 60 / 95 / 130 / 165 / 200 (+0.6 per bonus attack damage) physical damage. This ability deals 66% damage to minions.

If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.


Rampage is your q and the ability you should max first. This is your main source of DPS and makes jungling a lot easier. Spam this when clearing camps and in fights. NOTE: make sure you squeeze in that extra AA before you hit Q: don't interrupt your autos.
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Hecarim deals 20 / 31.25 / 42.5 / 53.75 / 65 (+20% of ability power) magic damage to nearby enemies every second for 4 seconds, up to a maximum of 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage. Hecarim gains health equal to 20 % of any damage those enemies suffer. Healing from damage dealt to minions is capped at 90 / 120 / 150 / 180 / 210 health.

Spirit of Dread is a great healing tool and your friend early, especially first clear. Because Hec's clear isn't so hot early, this helps tremendously with early sustain. Take a point in this second, but max it last, because you're going to focus on q and e first.
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Hecarim ignores unit collision and gains bonus movement speed for 4 seconds, beginning at 25% and increasing to 75% over the course of 3 seconds. His next attack knocks the target back and deals a minimum of 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage) and a maximum of 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage) additional physical damage based on the distance he has travelled since activating the ability.

The name says it all; Devastating Charge is a great escape/chase/ganking tool and puts out massive damage. This is the main reason you can nuke enemies when ganking. Practice getting the timing right to hit the enemy as close to the end as possible: You'll have more movement speed at the end, which means more damage and the basic attack also scales off distance travelled. Max this second for insane nukes. TIP: try to gank from behind the enemy so you can push them back towards your teammate/turret.
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Hecarim summons spectral riders and charges forward, dealing 150 / 250 / 350 (+100% of ability power) magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing enemies to flee in terror away from Hecarim for 1 second.

Onslaught of Shadows is your ultimate. It provides decent damage, a nice fear, and can be a good tool to hop that wall to steal drag. This is a great initiating ability as you can get into the middle of the enemy, disrupt their positioning with your fear, and focus down the carry with ease. Take a point in this whenever you can.
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Items

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10 Essential!! This is a must for anyone jungling as AD Hec. Stalker's Blade for the slow, and Warrior for the damage and CDR. A no-brainer.
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10 Also an essential item. Hecarim benefits from every stat and effect provided by Trinity Force, especially the spellblade and rage passives. Always pick this up and finish it after jungle item and boots.
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10 The last essential item. Rush these after finishing jungling item 99% of the time. The movement speed granted by Boots of Swiftness - Alacrity boosts your stats tremendously. Not only can you zip through the jungle like lightning, being everywhere at once for those Gnarly ganks, but it also boosts your damage significantly. You instantly become a global nuisance. Only take different boots if you absolutely need the defense or tenacity. NOTE: after the removal the alacrity enchantment, this is still a must.
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9 A great offensive item, Youmuu's Ghostblade gives a lot of AD, much needed armor penetration, useful CDR, and an excellent passive. Hecarim probably benefits from the passive more than any other champ; the crazy speed helps you chase down/escape from enemies, grants a big AD buff, and provides attack speed for taking those turrets.
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9 The best defensive item on Hec without a doubt! Dead Man's Plate provides great defensive stats with 50 armor and 500 health, but the real power comes from its passives; the momentum allows you to speed through the jungle even faster, while driving that AD up even more. In addition, the second passive releases those speed stacks for greater burst when ganking/engaging. A great defensive item that significantly boosts my damage as well? Yes please!
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8.5 This is a pretty fun item as it gives you great movement speed and great burst. This can make your nukes even more insane. The only thing is that this is pretty hard to fit into the build without sacrificing one of the better items. The only time I ever get to take this is late game to replace my jungle item. I have tried taking this instead of Youmuu's Ghostblade, but I feel the cooldown is much too long as a replacement in my opinion. You also get less armor penetration and no CDR. I could see taking this top since you won't have a jungle item.
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8 A great defensive item on Hec. This provides lots of health, but that active is what we're really looking for. The active allows you to engage even more effectively; you get more speed to get into the enemy team, then you can ult in and fear them, then slowing them with this active. This makes quick work of teamfights. And as you might have guessed, we also pick up this item, because the additional speed boosts Hec's AD even more.
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8 A great item against AP champs. Solid damage, armor penetration, magic resist, and a passive that can save your life. No movement speed or health though, so build this only if you need the MR and make sure you build a health item with it.
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6 If you absolutely need the magic resist, pick one of these up; Spirit Visage if you want increased healing on your w, or Banshee's Veil if you need defense against burst.
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6 If you're desperate for armor cuz that Yi is just cray cray, then pick up one of these, but make sure you BUILD HEALTH WITH THIS! Armor by itself doesn't do too much; consider pairing one of these with Turbo Chemtank.
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That's All For Now!

Thank you for reading, I hope you enjoy nuking your enemies! If you have any comments on this guide or any questions about further details, I encourage you to leave them in the comments section. Any and all criticism to help further the guide is welcome and I will be happy to answer any of your questions to the best of my ability. I did not include a separate section for tips on how to play Hec, because he's a pretty straight forward champ; not too many crazy combos or techniques to mention. If you would like these you might have your questions answered in the skill sequence section, where I include tips on each ability. If you can't find it there then feel free to ask!
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League of Legends Build Guide Author SoulHarvester66
SoulHarvester66 Hecarim Guide
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FULL SPEED AHEAD!!! Learn How to Nuke Like a Real Pony

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