Hecarim Build Guide by keeeshh
Not Updated For Current Season
Not Updated For Current Season
Hi guys I'm keeeshh, and this is my Hecarim build. This is my first official guide, so feedback is greatly appreciated! A positive or negative response, I will take all constructive criticism that could help me in the future of making builds. With that out of the way, enjoy this build!
Hecarim is a really fun champion to play. Once you master all of Hecarim's skills, he'll be a champ to be reckoned with. Credits to jhoijhoi for the template, which you can find here.
Pros / Cons
+Good Overall Damage
-Slow Farm Early Game
-Low Damage Early Game
-Takes awhile to master
Hecarim can be built many ways. I prefer 19-11-0 taking extra armor pen from Weapon Expertise and Sunder. Also making use of Vampirism for some sustainability. I would think that Resistance, Hardiness will help keep you in lane longer, added with Durability and Veteran's Scar.
Hecarim can be built as an AD carry, taking everything we had in our first offensive mastery tree, but putting one point in Havoc as well as one in Executioner. In the defense tree, I still keep Resistance and Hardiness just for the extra defensive goodness.
Hecarim is also an ideal tank. Taking the masteries we had before in the defense tree, I add to Evasion for longer sustain in team fights and Initiator. I will tell you about the reason why for Initiator in just a bit. Honor Guard because of this damage reducing which does help with survivability. Juggernaut is great for any tank. Increase of max hp by 3% and reducing the time of crowd controls by 10%? Yes please.
- greater quintessence of Desolation: A great choice for any AD carry. Helps do more
- greater mark of Desolation: Just like the Quint of Desolation, very handy.
- Greater Glyph of Scaling Magic Resist: Good for keeping those AP casters from doing less damage to you. At first it wont be to noticeable, once you get into late game, it really does help.
- Greater Seal of Armor: Most of the time champs start with low armor, this will help you through the early game.
Greater Quintessence of Health
Greater Quintessence of Movement Speed
Greater Quintessence of Attack Damage
Greater Mark of Attack Speed
Greater Seal of Health
Greater Glyph of Cooldown Reduction
- Greater Quintessence of Health: If you feel like you don't have enough hp, these aren't bad choices either.
- Greater Quintessence of Movement Speed: Move faster and deal more damage. Especially if you fight against skill shot champs, these are good buys as well.
- Greater Quintessence of Attack Damage: Even more damage. Nuff said.
- Greater Mark of Attack Speed: More attack speed, equal to more damage to can dish out.
- Greater Seal of Health: Still think you don't have enough health? With these you could become a punching bag. (Though that isn't the point)
- Greater Glyph of Cooldown Reduction: Hecarim's skills take awhile to cooldown. (Besides his Q) These runes will help you spam more and deal damage quicker.
Ghost: Great spell to help you chase and run away. But wait there's more! In addition to running and gunning, you will also receive extra bonus damage when activated. Awesome
Exhaust: Reduce their damage and escaping change by using this spell. (Note: Try to use this on their enemy AD carry, or AP caster. This will really blow out their damage output)
Flash: Get out of harms way, or dive right into the fight.
- Warpath:Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25 % of his bonus movement speed. This really help you either chase or escape enemy champs withour creeps blocking your way. Remember
Initiator? Well, if you health is above 70% you'll gain some extra damage. With
Ghost, this will also benefit you when you chase. Also building movement speed items can be very handy.
- Rampage (Q):Hecarim cleaves nearby enemies dealing 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage) physical damage. This ability deals 50% damage to minions and monsters.
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. This is you main farming skill. At early levels, this wont be very effective. But with it's low cooldown, that compensates the damage.
- Spirit of Dread (W):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 10 / 15 / 20 / 25 / 30 % of any damage those enemies suffer. Healing from damage dealt to minions is capped to 60 / 90 / 120 / 150 / 180 health. This is an amazing skill. If you were going to go right into a team fight with this activated, you'll be healing for lots. This also helps you sustain in you lane.
- Devastating Charge (E):Hecarim gains 75% movement speed for 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. This what makes
Hecarim. Increased movement speed allows you to chase or run away. I seriously think no one can run when you have this on. The bonus damage is a great benefit too. Once you actually hit someone when charging, you'll deal an insane amount of damage.
- Onslaught of Shadows (R):Hecarim summons spectral riders and charges forward, dealing 100 / 200 / 300 (+80% of ability power) magic damage in a line. Hecarim creates a shockwave when he finishes his charge, dealing 50 / 125 / 200 (+40% of ability power) additional magic damage to nearby enemies and causing them to flee in terror away from Hecarim for 1 second. This is another great skill. This is your initiation skill, runaway skill, and kill secure skill. If used properly, you can change the tide of the fight significantly.
: These will help with your survivability giving you Tenacity and some magic resist.
: First a
Wriggle's Lantern for some extra armor, damage, lifesteal and a ward which is for your sustainability and survivability, especially the early-mid game phase. Later built into a
Bloodthirster for more damage and lifesteal.
: This is overall, a great item for
Hecarim. It gives movespeed, in return gives more damage because of his passive.
Hecarim deal more damage after using a skill, plus the added ability power for his ulti, (W) skill and extra mana for more spam.
: Excellent health boost and regen. This makes you healthy enough to dive in and withstand incoming attacks.
: With your
Warmog's Armor you'll gain immense attack damage because of its passive, with added armor and critical chance.
- : This will boost you hp regen and your magic resist giving you great sustain, plus the added benefit of movement speed which leads to more damage. Yay.
I first buy a Regrowth Pendant and a Health Potion. Once you have at least 400g, buy a philosopher's stonePhilosopher's Stone once you head back to base. Gain at least another 400g for and a Health Potion if you need it. Once you reach 500g decide whether you want a Ruby Crystal or one of three pieces of the Wriggle's Lantern recipe. From there, you want to start building a Phage and starting your Trinity Force. Choose either from a Sheen or Zeal. Now start trying to make your Warmog's Armor, buying any of the three items depending on your money. Atma's Impaler is next, and again buy one of the items that you can afford, but most preferably the Chain Vest. Buy a Negatron Cloak into a Force of Nature. Lastly I build a Bloodthirster, trying to buy aB.F. Sword first.
: Are you getting pooped on by the enemy AP caster? Buying this will help your survivability especially against those darned burst AP casters.
: Is their team mostly built of AD champions? This will reduce their damage down to your, plus some extra armor to add.
: AD carry shredding your hp bar? No need to fear, this bad boy will return 30% of damage dealt to you.
: Don't think you'll be focused, disabled or pooped on by enemy champs? Well, poop on them! Increase you movement speed and damage to chase down those hooligans.
: Think your going to die a lot? Or do you want to be a douche to the enemy team? Viola! This is the item you want. Extra armor and magic resist will really keep you in longer.
- : Want more armor pen? Think your cooldowns are too long? Like free money? Well this toy gives you all that.
In teamfights, you really want to distrupt their AD carry or AP caster. Initiate with your Onslaught of Shadows and stick onto their AD carry or AP caster like glue. They will try to run away from you, but your too fast and tanky to be dealt with alone. When I fight, in teamfight or solo fight, I first use my Devastating Charge, right after i hit my Spirit of Dread and quickly my Rampage. Keep moving and attacking, as you have Warpath. Keep spamming Rampage as much as you can and use Spirit of Dread if you are getting hit/getting damaged. Chase with Devastating Charge if you must.
Note: If the enemy has a channeling ult, like Fiddlesticks' Crowstorm or Katarina's Death Lotus, using Devastating Charge it will Disrupt the channel, meaning it's canceled. Keep that in mind.
This is where you should ward with your Wriggle's Lantern
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
Hecarim is a champion that is really fun to play. You dive in, get kills, get out, get more kills. It takes awhile to master him, but it is like trying to master any other champion. If you have any questions please ask, I will try to respond, but I wont "Garen"-tee it.
Up vote or down vote. Please if you have any constructive criticism, share it if you will. I see to it that I change my mistakes that I've made. (I expect a lot since this would be my first guide)
Thank you for staying this long and reading this guide!