Hecarim Build Guide by 7Striker7
| Health | 4400 |
| Health Regen | 69.5 |
| Mana | 1330 |
| Mana Regen | 17.3 |
| Armor | 225.69 |
| Magic Resist | 238.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 5 |
| Attack Damage | 243.4 |
| Attack Speed | 30.955 |
| Crit Chance | 10%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated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
News
UNDER RECONSTRUCTION
22.4. - Established
23.4. - Edited with additional BBCode, "Countered by..." and "Countering" added. Core build changed a bit for more HP.
24.4. - Added screenshot of match history.
26.4. - General reconstruction (alternative builds, BBcoding, plying when countered hard, pure tank build etc).
(now) - Working on rebuilding chapters about countering other champs on top.
Introduction
Hey guys, first, before you will say that my english is bad: it is. I will probably make some mistakes, just relax, don't rage, I will try to do my best. In my opinion, language isn't as important as guide itself ;). Please, read the whole guide before rating it and if you want to rate it, comment why are you giving + or -.
First build is base build which fits into most of situations you can meet on lane. Second build is for situation when you meet very hard counter which doesn't allow you to farm enough creeps. You will be able to find all champions who counter
Hecarim hard in chapter "Hard Counters". I'm currently working on it. "Countered by..." and "Countering..." will be replaced by chapter about playing against champions who don't counter you/are stronger but can't kill you if you won't fail much.
So...
Hecarim.
Hecarim is meelee fighter, tank and bruiser. Don't even try to play him as meelee AD carry, you will suck hard and feed. I don't recommend Pure Tank build, because
Hecarim isn't pure tank at all. He lacks at CCs for being good pure tank. Also, don't jungle with him. Just let me explain why in one of following chapters.
Pros/Cons
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+Nice damage connected with being tanky +Great initiator and chaser +Great escape and dodging mechanism +Good tower diving +Hard to get tower dived |
-Squishy early game
-Item dependent in early game -Easy to counter -Needs to farm a lot -Missing taunt or stun |
Why not jungle?
Yes, Phreak says he jungles
Hecarim,
Hecarim is marked as jungler... But seriously, he is a bit low jungler.
Hecarim has quite an expensive build (core one shown in item build costs 17330 gold). When playing jungle, you need to take defensive mastery tree, because without it you don't have enough sustainibility for finishing jungle (gank should be part of finishing jungle). But without offensive tree, you have quite low dmg and you can't take kills from ganks and your jungle is also quite slow. Not at all, but there are much faster junglers which can also gank after finishing jungle. If you want to jungle, go for it, but not while playing
Hecarim.
You are also quite squishy on early levels without defensive mastery tree, which means that you can die easily during ganking. You need a lot of gold, lot of farm and that's not something you can get while jungling and your team isn't owning enemies on all lanes. Keep on mind that jungler should let AP and AD carry take kills from ganks if possible, Hecarim needs early kills/a lot of farm -> bad jungler. Do NOT jungle with Hecarim.
Summoner Spells
There is no discussion about
Ghost. You are tank and chaser. When improved, it gives you another 35% of bonus movement speed, which means also 11-28 bonus AD, for 10 seconds. Not bad, take this to every game.
Teleport can help you a lot with your farm. You don't have to leave your lane for too long time, you can come to help another turret, you can teleport on any friendly unit and use
Ghost+
Devastating Charge+
Onslaught of Shadows and hunt down that low HP enemy, you can backdoor somewhere... As second summoner spell I preffer this one.
If you don't want to take
Teleport, feel free to take
Exhaust. As bruiser you need sometimes to supress enemy AD carry. Do it with this, improvement
Summoner's Wrath
will also help you a lot with taking down carry even more quickly (Up to 55 armor penetration?)
I wouldn't recommend any other summoner spells.
Flash is just fail on
Hecarim, as well as
Heal,
Clarity or any other. Take these ones on squishies. Not on tanks (except ones like
Rammus who can really use them somehow, you nearly can't) and chasers. As chaser, you will need
Ignite only rarely. Don't take it, it isn't worth it.
Runes
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A R K S |
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M
A R K S |
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S
E A L S |
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S
E A L S |
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G
L Y P H S |
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G
L Y P H S |
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Q
U I N T E S S E N C E S |
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Q
U I N T E S S E N C E S |
Masteries
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O
F F E N S E |
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O
F F E N S E |
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D
E F E N S E |
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D
E F E N S E |
Spells

This is quite nice passive. Thanks to it you will have enough AD even when building only 2 tanky DPS items and the rest of your build will be pure tank. It still doesn't give you so much bonus AD, don't stack phantomd dancers, it isn't worth it. Unit collision ignoration helps you a lot when dodging some skillshots from champions like 
Probably the best thing on this spell is fact, that it has just 2 seconds cooldown (when stacked, without Cooldown Reduction). That works great together with 
This is great ability when your team does huge amout of damage. Hecarim works great with champs like 
Nice spell for chasing down enemies, escaping, or knocking enemy carry out of teamfight. Also stops channeled spells like 
In my opinion one of the best ultimates in game. Its great escape mechanism, great spell for initiation, it fears enemies, you can go through walls with it... And it deals nice AoE damage in place where you stop. Usually it takes about 1/5 from enemy carry HP bar, together with your other spells its nice burst damage output.
Item Build, Gameplay
Early Game
Base
Well, as you can see, I start with
I have seen some
Try to keep back. Just farm as many minions as possible, your
After first brb you should be able to buy
You shouldn't push lane, but
Now, try to farm for your
Alternative
| Item Sequence | |||||||||||||||
Regrowth Pendant 435 |
Philosopher's Stone 700 |
Boots of Speed 350 |
Mercury's Treads 1200 |
Heart of Gold 825 |
Phage 1465 |
Sheen 1200 |
|||||||||
This start build is here only for one situation: while playing against hard counter. When you meet champions like
Mid Game
| Item Sequence | |||||||||||||||
Trinity Force 3843 |
Hexdrinker 1350 |
Maw of Malmortius 3200 |
Heart of Gold 825 |
Warden's Mail 1100 |
Randuin's Omen 3100 |
||||||||||
First item you should build in mid game is
Late Game
So, what now. Your core build is complete and late game is here. Your work is initiating all teamfights, defending turrets using your
If you are overfed and your team is winning, go for this. It can save you many times. Wait for ressurection, use
Works great due to its Active.
This will give you some more Magic Resist, without it you wouldn't have enough of it. Movement speed is something you can use all the time and HP regen also can help you a lot.
Warmog is well working tank item. Buy this or
Impaler is very good item when combined with
Quicksilver is after boost just great item. You should come into teamfights as first and all the time be focused on AP or AD carry. That means that you will probably take some CCs and/or
Ghostblade can work very well on
Sunfire can work quite well with your
Why should you kill enemy AD carry? It will kill itself and you can focus on AP carry. No, its never so easy, but still this item is great option agains heavy AD team or overfed AD carry. Carrying this together with Fail Items
Aegis can be found in a lot of
Hecarim builds, but I wouldn't take it. This item should by carried by your support. If you don't have any support and nobody other is going to buy this, you can take it. But not in any other (normal) causes.
Mallet gives nice HP bonus and also some AD, 100% chance to slow is beter than 25%... But I think this item isn't worth buying when you already have
Trinity Force. I just think that there are better items, still this one can be useful when combined with
Atma's Impaler and
Warmog's Armor, but you will have too low Magic Resist -
Madred's Bloodrazor,
Deathfire Grasp,
Null Zone and other will destroy you.
Wow, more healing from
Spirit of Dread, slow from it and from ult, more dmg with ult... Don't be silly and forget it, it absolutely isn't worth buying. Also don't even think about buying items like
Abyssal Scepter and other. No trololo hybrid
Hecarims. Also don't take
Hextech Gunblade, you don't have hybrid damage, you have physical damage.
These boots are just useless **** for you. You will have enough movement speed with
Trinity Force and with
Force of Nature. Why building even more? Also there is no defensive benefit from them, your passive won't give you more then 5 bonus AD on level 18 with this. Also don't even think about buying any offensive based boots, like
Berserker's Greaves. Useless.
Madred is just useless for you, as well as any other item with on hit effects. You don't have bad attack speed but you don't deal normal attacks all the time. Do you buy attack speed on
Irelia? Do you build on hit items (except
Trinity Force) on
Irelia? It's too expensive with too low benefits, don't buy it, even if your enemy has
Dr. Mundo with 3x
Warmog's Armor.
Don't even think about it. You have enough damage for taking down carry, why buying more? It won't give you more kills, it will just make you less tanky and that can be big fail. Don't buy this, as well as you shouldn't rush items like
The Black Cleaver or
Phantom Dancer. You are bruiser, but not meelee AD carry.
Shurelya's Reverie... Well, its very well working item for you. But tell me, why Cooldown Reduction? Why taking this, while it gives you just so low tank benefits? Why taking this, while support should take it for you and use it right before you initiate teamfight? Its not worth wasting item slot. Good item, but it shouldn't be carryed by you.
Countered by...
Pantheon is big problem for
Hecarim. It is mainly caused by his
Spear Shot spamming and by his early burst damage. Thanks to
Pantheon's passive,
Aegis Protection, he can dive you before reaching level 6. You also can't damage him a lot, because he will catch your
Sheen attacks into his
Aegis Protection (but it doesn't catch your
Rampage, which deals too low damage when compared with
Pantheon's burst). You can just stay back and try to take at least some farm, but it's not easy to farm when facing this champ.
This is almost the same like
Pantheon.
Parrrley spam connected with healing from
Remove Scurvy is just too strong for you. You can't kill him and he will make your farm pretty harder.
Again the same.
Vorpal Blade spam makes your farm harder. He has bigger early damage and bigger early sustainibility. You can't defeat him and he doesn't allow you to farm.
Good
Wukong can counter you. He has a bit bigger burst damage, but main fact why he wins is, that
Wukong usually carrys
Ignite. Damage from it and debuff will make you loose against him. Still, you can farm enough when facing him. Just don't try to kill him, you will be the one who will get killed. Your power is balanced, but that
Ignite makes
Wukong all the time stronger. He also can do a bit more dmg with his ult.
This champ doesn't have so dangerous long range harass but you stand absolutely no chance when fighting with him. He is too much stronger then you, he can just stand nearby his creeps and everytime you go for last hit, he will just take out 1/3 of your health bar.
Lalalala Demacia! And you are dead.
Garen has huge armor and Magic Resiatance from his
Courage. He also has bigger damage output on early levels. And he has much better HP regeneration from
Perseverance. The worst on him is his dive with
Courage +
Judgment +
Demacian Justice. You can't do anything to him, he will just dive and harass you to your death, if your jungler won't come enough often (and he won't, top lane has the lowest priority for ganking, babysitting top = fail).
Countering...
Akali can't do anything to you. She doesn't deal enough damage into your magic resistance, your damage is bigger. If she fails enough, you can also kill her easily, because her
Twilight Shroud doesn't help against your AoEs at all. Harass her, wait for end of
Twilight Shroud and then ult on her while she is waiting for cooldown. Can be difficult only when being forced to dive.
Somebody thinks
Dr. Mundo can counter
Hecarim. He can't, just let me explain. Due to your
Warpath you should be able to avoid nearly all of his annoying
Infected Cleavers. When he attacks you in meelee, just spam your
Rampage, use normal attacks when he doesn't have cooldown on
Infected Cleaver and when he does, keep behind your minions, let him throw all those
Infected Cleavers into them. When doing this, you will deal more damage to him then he does to you. But he can survive it all due to his regeneration. After reaching level 6, you have absolutely no chance to kill him in 1v1. But he can't kill you or even harass you as well, which means you have free farm.
This is similiar to
Dr. Mundo. You won't be probably able to take
Cho'Gath down, but he has nothing to attack you with. Due to your
Devastating Charge (especially finishing jump) he is not able to hit you with his
Rupture. Free farm.
In nonranked games you can meet another
Hecarim on top. Most of players build
Hecarim as massive DPS with offensive mastery tree. With 25 armor penetration from your runes and with defensive bonuses from masteries you should be much stronger in 1v1 then these DPS ****s (tested many times). Just keep on mind that if you use
Devastating Charge to attack enemy
Hecarim, he can use his
Devastating Charge to escape and you won't be able to chase him down.
Summary
With this build and with enough of minion kills (you should have about 200 when leaving the lane and at the end of game more then 300) you should be able to initiate and tank teamfights, destroy enemy carrys and win the game for your team.
Hecarim is pretty hard to kill due to his mobility, most of your scores should be close to legendary. If they aren't, you were hardly countered on top and couldn't play against that, or you just need to try it few times again and practise. Remember, your
Rampage is one of the best minion farming ability. Thank to smart using of it you can have nearly 100% of minion kills on your lane.
Warpath can help you with last hiting too and also will help you with avoiding a lot of enemy spells. Don't harass, don't try to kill, farm. And then you can carry the whole remaining game.
Thanks to:
- jhoijhoi for her Making A Guide
- IceCreamy for his How to use Columns
- SilverSeer for ideas how should visual and graphic part of guide look like.
- all who upvoted this guide to make me work on it and try to make it even better.
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