Hecarim Build Guide by Infinite83
Build 1 (Cheat Sheet)
Champion Build: Hecarim
| Health | 4480 |
| Health Regen | 21.5 |
| Mana | 1330 |
| Mana Regen | 17.3 |
| Armor | 196.99 |
| Magic Resist | 113.5 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 0 |
| Attack Damage | 253.4 |
| Attack Speed | 48.955 |
| Crit Chance | 35%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 20% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence

2
4
5
7
9

1
8
10
12
13

3
14
15
17
18

6
11
16

Mastery Tree Is Outdated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
Guide Table of Contents
Introduction
Above are my last two games with Hec using my build.
Summoner Spells
Starting off with summoner spells, I pick
Skill Sequence
As a jungler, I start off with
After level 6, I have my prefered method of maxing
Runes
For Marks I get Greater Mark of Desolation for the late game aspect. Attack damage might help with clearing the jungle quicker but later in the game, it's all about team fights and the Greater Mark of Desolation will help you do more damage to enemy champs compared to attack damage runes.
For Seals and Glyphs I go for
Lastly, for Quintessences is use
Masteries
For Masteries, I previously went 0/9/21 to focus more on experience and gold but I've changed to 0/21/9 because it makes me more tanky and helps out a lot more in the late game, while my previous 0/9/21 was better for early game.
Defensive Tree:
-
Summoner's Resolve
- Gives you an extra 10 gold every time you use
Smite -
Hardiness
- Gives you an additional 6 armor to help you in jungle. -
Tough Skin
- Reduces damage you take from the jungle camps. -
Bladed Armor
- Returns 6 damage to minions and jungle creeps -
Durability
- Increases health per level -
Veteran's Scars
- Increases starting HP by 30 (up to 102 with runes) -
Evasion
- I choose this over
Indomitable
because I think reducing AoE damage by 2% is better than reducing overall damage by 2 points, which isn't that much in my opinion. -
Initiator
- Not only does it increase your movement speed, that in turn increases your attack damage. -
Honor Guard
- This is very similar to
Evasion
since it reduces damages by a percentage rather than a set value, which is more useful in my opinion. -
Juggernaut
- Increases your health by 3% and reduces CC effects by 10%
Utility Tree:
-
Expanded Mind
- Increases your mana per level. -
Improved Recall
- Decreases your recall time. -
Swiftness
- Not only increases your movement speed, but also your attack damage because of your passive. -
Runic Affinity
- This is a must need for junglers because it allows you to have the red and blue buffs by an extra 20%.
Items
Starting Items
To start off the game, I get
Core Items
In my opinion, these items can have the potential to being important for
Wriggle's Lantern will not only give you life steal but it is also capable of being a ward for your teammates. This item is also more of a Early-Mid game item and would be sold later in the game as you will want to become tankier.
Trinity Force will give you a lot of extra damage because of its passive ability. It also gives AD, AP, crit chance, health, mana, attack speed and movement speed, all of which can be vital for
Hecarim.
Tanky Items
These items give you the tanky attributes.
- I put
Mercury's Treads in this tanky section because of the added tenacity that you are given which can help in team fights.
Warmog's Armor gives you a lot of extra health and health regen.
Frozen Mallet is a great item for
Hecarim. This item will give you extra attack damage, health, and your basic attacks will slow your opponent's movement speed.
Maw of Malmortius gives you extra attack damage and magic resistance. Its passive ability also gives you an extra 1 AD for every 2.5% of health you are missing and acts as a shield if you you fall below 30% of your max health.
Atma's Impaler will increase your armor and also your attack damage due to all of the extra health you will get from
Warmog's Armor and
Frozen Mallet. I would replace
Wriggle's Lantern with this item because by that time in the game, you'll be tanky enough to not need lifesteal that much.
Of course these items would come if you are having a good game gold-wise. If you are short on gold, keep farming and go for dragon whenever it's available.
Jungling
The image above is my jungling route. I start off at blue buff because it helps you avoid any early mana problems and gets you to level 2. Afterwards I go to wolves, wraiths, and golems which get me to level 3. At level 3 I'll attempt an early gank in any lane that wants it but if no ganks are needed then I'll go for red buff. I will usually repeat this process until level 6 where I focus more on ganks and help push lanes. Late in the game I will stop jungling, unless I'm going for buffs, and I'll usually take the enemy buffs in order to disrupt any of their junglers.
Change Log
10/22/12-Updated Masteries, Item Choice, Skill Sequence and Runes. Added photos to intro, jungle and conclusion.
10/29/12-Updated Runes and Items section. Will be adding more builds for the people who prefer to be damage dealers with
Hecarim, maybe even a trolling build :D
Conclusion
So this concludes my
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