Hecarim Build Guide by SilverSeer
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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.
Beautiful Builds Above
Real short notice, the most serious builds are Sustain(J), Offtank(T), and Offtank2(T). The others are more for fun and the last one is just insane XD
Hallo! I'm Silver Seer723 in case you don't know me yet. I am a no-lifer when it comes to these things so feel free to do ... a lot of ... things ... Anyways, This is my take on a Hecarim Guide for you, my dear readers/ladies/gentlemen/league players/babies/judges/servants/people/cats/dogs/elephants/aliens/others reading this guide to make fun of the no-lifers out there! (anyone else go ahead and leave) Before I get started on this, I want to make one thing very, VERY clear. (If this is not as clear as a freshly cleaned window I will *censor*) This guide is not your Bible. It is not your Torah. It is a website made by a random amazing dude to help YOU have more FUN. (I know right; INSANE)(The cake is a lie.)
Special thanks to (as always) jhoijhoi for teaching me how to create designs such as these even if I'm still a newbie to them ^^ Before voting, be it a thumbs-up or two thumbs-down, please read at least most of the guide and try out some of the things explained here. Without further ado, ENJOY!
Professional Pros / Consequential Cons
+Able to Jungle Well
+Relatively High Damage for Being Tanky
+Amazing at Farming
-Low Damage Early Game
-Needs Team's Cooperation
-Hard to Master
-Large Body Frame
Alacrity : This is for a much faster jungle speed and later in the game a minor boost.
Weapon Expertise : Is a beautiful mastery, especially for only 1 point (5 if you count those put into Alacrity). 10% Ar Pen is golden.
Resistance : Fantastic against those AP heavy carries later in the game, like Veigar.
Tough Skin : Jungling - Check.
Bladed Armor : Jungling - Check.
Vigor : For lane sustain - it's up to personal preference, but I prefer to regen my health passively, as opposed to starting with a little extra health with Veteran's Scars .
Swiftness : You may want to grab this slight early game advantage for being able to catch enemies and increasing attack damage from Warpath.
Runic Affinity : You need longer duration on jungle buffs, here you go my friend.
// You will want to grab this page if you know you can position yourself well enough not to get caught. As there isn't much defense allocated here, and I recommend a full offense rune page to compliment it, there really is no room for error.
// You would choose this mastery page only if you knew you would be up against some serious harassment.
Initiator is usefull to get back to your lane after recalling and for chasing.
Mercenary will allow a slight gold advantage.
Juggernaut compliments Durability and Veteran's Scars and gives you a decent maximum health bonsus and a mini Tenacity item to boot.
Weapon Expertise because Hecarim simply does more physical damage.
// Realistically you would never run this set up unless you were Support Hecarim, or you really felt you needed the CDR, Mana Regen and Movement Speed.
Awareness boosts your experience gain, meaning you will level somewhat decently.
Mastermind lowers the CRD of your summoner spells (pretty obvious from the description, but...)
This is the standard set-up I run when I play Hecarim. This provides us with a hefty amount of attack damage/armor penetration with marks/quintessences. The seals provide a good bit of a needed armor for those AD carries. The glyphs give a large amount of magic resistance for runes. I got hooked on the per-level glyphs and find they work well for me.
Stupendous Skill Sequence
Hecarim ignores unit collision and gains bonus attack damage based on his bonus movement speed: This passive is insane. I've gotten as much as a free B. F. Sword from this passive along with the fact unit collision doesn't matter, how awesome it that!?
Hecarim damages all nearby enemies with attack damage. This cooldown is reduced each time it is used in succession.:
You're going to want to max out Rampage before Spirit of Dread and before Devastating Charge.
- The CDR applies on minions as well, use this to get an edge before a fight
- When jungling, try to use this as the final blow to a jungle camp, this will allow the CDR to continue on in the next camp
- You can activate this during Devastating Charge for bonus damage (movement speed buff)
- Use this directly after Onslaught of Shadows for massive burst damage to a large area
Hecarim creates an aura around himself damaging nearby enemies and healing himself a portion of this damage. Healing has a cap on minions.:
You're going to want to max out Spirit of Dread after Rampage and before Devastating Charge.
- Spam this spell if possible, the healing power on it will add up over time
- Never enter a fight without it if at all possible
- Use this spell to really turn the tides on an enemy mid-fight
- NEVER under-estimate or over-estimate this ability, it does small damage and heals small amounts but the damage+heal combined is rather considerable
Hecarim steadily gains increasing movement speed and deals bonus damage (depending on how far Hecarim traveled) along with a knockback:Great for getting out of sticky situations and getting off that extra damage.
You're going to want to max out Devastating Charge after Rampage and after Spirit of Dread.
- Use this skill to get in position during fights
- Mostly used for utility however if possible use it for the extra damage on an enemy
- When returning to lane from base, use this to get back to lane faster (start at pool so mana loss is 0)
- The damage is based on DISTANCE TRAVELED not time spent in the speed boost
Hecarim becomes a total beast and summons undead riders to charge in a line while Hecarim charges with them. Where Hecarim lands, enemies are feared.: The large area between the lines is where the riders will charge. The circle that is adjustable is where Hecarim will land and fear enemies. Enemies will always run AWAY from Hecarim.
- When using this try to aim so that you best benefit your teammates
- This can also be used as an escape, run with Devastating Charge then jump over a wall
- As with most ultimates, don't 'save it for the right moment' use it when applicable
Absolutely Armor Penetration
Armor Penetration and Armor Reduction are the statistics of a Champion which allows them to counter some or all of a target's armor. All champions have 0 base armor penetration but can increase it with items, runes, or abilities for a few champions.
1. Percentage Armor Reduction ( Jarvan IV's Dragon Strike)
2. Flat Armor Reduction ( The Black Cleaver)
3. Flat Armor Penetration ( Greater Quintessence of Desolation)
4. Percentage Armor Penetration ( Last Whisper)
Read more on How Armour Reduction Works Here. Credit to Complexicate and LoL Wikipedia.
For the Last Whisper vs The Black Cleaver debate, click here.
As Hecarim you want to spend majority of early-mid game roaming and ganking as much as possible. Mid/Late-game is here Hecarim is at his best, early game is fairly weak for him. Spend the first 5 minutes or so farming/jungling then go gank another lane. Return back and then when you hit 6 go gank again etc. Hecarim's ganks are pretty strong and a lot of people underestimate him.
Later in the game focus on either taking the tank or carry role and fulfill them for your team. Run into teamfights at the lead of the charge and use your ult to damage/fear as many enemies as possible. As long as you fulfill your role, which is initiator, as expected you will be a great asset to your team.
- 'Hang Out' by Red Buff jungling
- Gank when opportunity comes
- Dragon whenever possible
- Gank as much as possible
TL;DR: Start blue. Gank a lot. Get dragon as much as you can. Be flexible.
"For your warding section you should emphasize not to buy wards unless it's an absolute necessity (ie your team doesn't even ward dragon/baron) because really other characters should be buying those for you since you really need to farm farm farm."
I believe this is untrue. Everyone should buy wards. Vayne should buy wards, but not as often as the tank or the support on your lane. If you're solo top or solo mid, wards are definitely necessary unless you're completely pushed back to your allied turret.
Pro Tip: Whenever you recall or have died, and you find yourself in the shop, buy a Sight Ward or two. This may seem lame to you, especially if you have never bought wards before, or you believe that the jungler or support should only buy wards, but with wards you will find there are many benefits.
[*] If every player brought one ward each time they recalled, and assuming players recalled once every 7 minutes in a 35 minute game, your team would be rewarded map vision for the whole game (assuming your wards aren't taken out by an Oracle's Elixir).
[*] If your team is co-operative in this endeavour, warding "The Belt" will prove highly effective. The Belt is shown below. In addition to standard warding of Baron/Dragon/Buffs, warding as shown below (assuming you are Purple - Top Team, reverse if you are Blue Team) will warn you of all enemy movement from their jungle.
This is where you and your team should Sight Ward beyond the places show in the above image. Keep in mind, you don't have to ward the whole map - try and spread out your wards so that they cover the most amount of area for the least amount of wards.
- Yellow: Vital to protect the jungler on your team
- Blue: For protection depending on which lane you're on
- Red: To guard Dragon and Baron
- Orange: In order to Counter-Jungle
(credit to jhoijhoi for this section and the armor penetration section)
Please don't hesitate with comments and/or suggestions regarding anything I have outlined above. I will happily respond to any queries. Also, it'd be awesome if you rated my guide after you've tried it. Also, please don't downvote solely based on my build suggestions. I have spent a lot of time on this guide, and the information alone should help new Hecarim players.
______Here ends Hecarim - Behold the Might of the Shadow Isles. Thank you for reading! One last thing - if you take the time and effort to vote and comment on my guide, I'll certainly take the time and effort to vote and comment on your guide ^^ (give me the link if you can!)