Hecarim Build Guide by Senerius
Not Updated For Current Season
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.
Hecarim a force to be reckoned with. Hecarim works very well in alot of rolls. Off tank jungler intiator. He can and does work well for all of these. The guide is not about any of those. This guide is about a ad carry from hades.
Pretty standard mix of runes. The armour really helps him early as does the movement quints. Armour pen is almost a must on Hecarim for his q is physical damage and the real bread and butter. You can go with some attack speed or damage as you want but I have found this set up to give the best bang for the buck.
Pretty standard 21/0/9 This can also be used a a jungle build, as you will get extended buffs. This gives you a bit more movement speed and alot more damage then some of the 9/12/9 builds although you do sacrifice some survivablity. But like I said this build is a about damage not tanking/initiation.
Standard start with boots and hp pots, This is really better on hecarim then most as you do gain some "10%" damage of you bonus movement speed.
The first rushed item really needs to be sheen. Hecarims q really makes sheen worth getting as it is basically a way to double your existing AD.
After sheen you can move onto your boots of swiftness/mercury treads as they are both really worth it but I would only go with mercury treads if it is a cc dominate team you are faceing. Now some ask why boots of swiftness. More bonus speed for all movement items and since he is dependent on melee it helps you to stay close and get the kill.
After boots you work toward you trinity force, get phage if you are forced to go back or just push on to your trinity force this is determined by how the match is going.
Up next is zeal and vampiric scepter. These might seem kinda weird but at thsi point a bit more lifesteal movement and some damage from his passive for a cheap 1700 is nice.
Now froom here on it is up to you. Finish out the blood thirst and phantom dancer or go for black clever it all depends on the team you are facing. Hecarim really doesn't need much Lifesteal due to his w.
Some other items that can be useful depend on the team you are facin is mandreds bloodrazor, malady, wits end,
I know alot of people like ghost for hecarim but i prefer ignite as it gives more overall damage in a fight and a healing debuff.
Since I primarily play solo top i love teleport for the quick returns so I don't have my lane pushed quite as hard.
Other good spells for hecarim are Flash as it does increase the damage of his e and give a quick escape, Exhaust for obvious reasons, Ghost for movement speed bonus for damage.
Pros / Cons
Squishy with this build
Can be focused
Has a bit of a learning curve on skills.
Now many wonder why i max out w first when I say q is his bread and butter. Well the simple answer is sustain. Hecarims w provides 30% of all damage done to any target within range while active back as health with a cap of 180 for minons but no cap for champions giving him huge survivabilty in group fights.
The second reason i don't max out his q first is that is scales better with ad then it does with lvls.
E is maxed out last simply because it is a cc and initiator not a main damage dealer.
Some of the best ways to enter a fight is to prep w and then r behind your target this give a huge damage boost due to the distance traveled on q and alows you to get infront of your target and knock em back towards your team as they run. Follow this up with w and start spamming q to finish em off. very simple and makes for insane ganks.
Remember when you see a Horseman from Hades charging down on you, you have two options run and die or die with honor which do you choose.