Hecarim Build Guide by SilverSeer

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author SilverSeer

Hecarim - Behold the Might of the Shadow Isles

SilverSeer Last updated on May 21, 2013

Time To Annihilate

[VS]

Time to Annihilate (cont.)

Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9


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BRINGING IT BACK

Title says it all,

I'M BRINGIN' DAH PONY BACK!!!


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Insatiable Insight

Just remember, no one build / guide is going to be perfect for every situation played by every person ever. If it doesn't work, try again. The idea of this guide is to help you make your own ideas. This guide was created to inspire you, not scold you about not being a pro :D I myself am a crazy-***-noob at this game, lol. Just do whatever works. So, always remember, your imagination is the only thing that will always be perfect. Good luck, and have fun! Seriously, it's a game have some f**king fun. The best way to win a game of League is to take off your tryhard pants, then start playing.


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Insane Introduction

Hallo! I'm I The Doctor I 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!


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Professional Pros / Consequential Cons

Pros


+Able to Jungle Well
+High mobility
+Relatively High Damage for Being Tanky
+Insane CC
+Amazing at Farming
space
space
Cons


-Low Damage Early Game
-Needs Team's Cooperation
-Hard to Master
-Focused
-Large Body Frame


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Malevolent Masteries





Masteries
1/1
3/4
4/1
1/1
OFFENSE
Fury : Extra damage, easy way to get to the next level in the tree.
Deadliness : 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 Deadliness ). 10% Ar Pen is golden.

Masteries
1/2
4/2
2/2
1/1
1/3
DEFENSE
Durability : Fantastic early buffer to HP.
Tough Skin : Jungling - Check.
Bladed Armor : Jungling - Check.
Veteran's Scars : Also an early buffer to HP. This can sometimes life-saving against early invades.

Masteries
1/3
3/3
1/1
3/1
1/3
UTILITY
Meditation : This can be helpful for those times when you don't have blue buff.
Wanderer : You may want to grab this slight early game advantage for being able to catch enemies and increasing attack damage from Warpath on that first hit.
Improved Recall : Gets us to the next tier can can sometimes save lives when recalling behind enemy lines.
Mastermind : Excellent mastery investment, reduces the chance of a summoner being off cooldown when it's a vital situation.
Runic Affinity : You need longer duration on jungle buffs, here you go my friend.



Masteries
1/1
3/4
4/1
3/1
1/1
2/1
2/3
1/3
3/1
1/3
1/3
3/3
1/1
3/1
1/3

Maximized Damage

// 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.

Masteries
1/1
3/4
4/1
1/1
4/2
3/1
1/3
2/1
1/1
1/3
1/3
1/3
3/1
3/1
1/1
Maximized Survivability

// You would choose this mastery page only if you knew you would be up against some serious harassment.
Durability and Veteran's Scars is chosen for the smidgen of extra health it gives you late game. It gives you literally less than one auto-attack from the enemy ranged AD carry in health, but a lot of people have asked me to add it into the guide, so here it is. Absolutely useless early game too.
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.
Masteries
1/1
3/4
4/1
1/1
1/1
3/3
1/1
3/1
4/1
1/3
3/1
3/2
1/3
1/

Maximized Utility

// 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.
Meditation is for the small boost in mana regen in order to allow you to spam skills more often.
Mastermind lowers the CDR of your summoner spells (pretty obvious from the description, but...)
Nimble is for, well, GIMMICK MOVESPEED FTW
Masteries
1/1
3/4
4/1
1/1
4/2
3/1
1/3
2/1
1/3
1/3
1/3
1/1
3/3
1/1
3/1

Balanced Hecarim/Jungle


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Ravaging Runes




Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3
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.



Runes

Greater Mark of Armor Penetration
9

Greater Mark of Attack Damage
9

Greater Mark of Attack Speed
9
M
A
R
K
S

spa
spa
M
A
R
K
S



Runes

Greater Seal of Armor
9
S
E
A
L
S

spa
spa
S
E
A
L
S



Runes

Greater Glyph of Scaling Magic Resist
9

Greater Glyph of Attack Speed
9
G
L
Y
P
H
S

spa
spa
G
L
Y
P
H
S



Runes

Greater Quintessence of Armor Penetration
3

Greater Quintessence of Attack Damage
3

Greater Quintessence of Movement Speed
3
Q
U
I
N
T
S

spa
spa
Q
U
I
N
T
S


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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.

Tips and Tricks
  • 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.

Tips and Tricks
  • 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.

Tips and Tricks
  • 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.
Tips and Tricks
  • 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


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Incredible Items













spaceArmorspacespac



spaceResistspacespace


spaceHealthspacespace


spaceDamagespacespa



spaceAtk Spdspacespac




Shurelya's Reverie




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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.

Armor penetration and armor reduction are applied in the following order:

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.


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Generic Gameplay





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.


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Jagged Jungle









  • Wolves(help)
  • Blue(leash/help)
  • 'Hang Out' by Red Buff jungling
  • Gank when opportunity comes
  • Dragon whenever possible
  • Gank as much as possible
I can't say much else really besides that jungling is insanely situational because it all depends on your lanes. If you follow that route like a Bible you'll fail horribly 9/10 times. You need to be flexible with your choices and actions. Don't go F*** YEAH PONY CHARGE! WOOHOO! BOOOOOOOOOMMM!!!!!!!!!!! unless you intend to basically fail that game and are just doing it for fun. (Believe me though it's hilarious, Zilean+ Nunu+ Sona+ Sivir+ Hecarim=PONY CHARGE NUKE.) Anyways, off topic... Be flexible and help your lanes as needed or farm jungle as needed.

TL;DR: Start blue. Gank a lot. Get dragon as much as you can. Be flexible.


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Whimsical Wards





Mowen wrote:
"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.
[*] Map awareness is the key to preventing successful ganks, tracking the enemy jungler, and keeping strategic objectives (like Baron and Dragon) under lock and key.
[*] 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)


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Sufficient Summary

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!)

Extra credit to jhoijhoi :)


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Myself








diaframe






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