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Hecarim Build Guide by briggs

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 briggs

Hecarim Devastating Charge on expulsion!

briggs Last updated on June 21, 2012
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Ability Sequence

1
4
5
7
12
Ability Key Q
3
9
10
17
18
Ability Key W
2
8
13
14
15
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 22

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Table of Contents
Guide Top

Introduction

This is for the Champion hecarim my build has been working for me the whole time i have been using him and the crit with damage is so much with the lifesteal. Hope you like it.


Guide Top

Items

Boots are just there because I like them personally but, you could change to swiftness if you wanted the movement speed.

Also The Warmogs is in there because i know some people like to go kinda tanky with hecarim so if you want just insert that before the bloodthurster and that will be fine.


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!


Insane Introduction

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

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


Malevolent Masteries





MASTERIES
1/1

3/3

4/4

1/1

OFFENSE
Brute Force: Extra damage, easy way to get to the next level in the tree.
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.

MASTERIES
1/1

2/3

3/3

2/2

3/3

1/1

DEFENSE
Hardiness: Great for early game survivability. These are essential for jungling.
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.

MASTERIES
3/3

1/1

4/4

1/1

UTILITY
Good Hands: As always, this is vital if you decide to spec in the utility tree. It can mean the difference of saving a tower, saving an ally, or getting a kill, etc etc etc.
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.


MASTERIES
1/1

3/3

4/4

4/4

1/1

1/1

3/3

3/3

1/1

3/3

1/1

4/4

1/1


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

3/3

4/4

1/1

3/3

3/3

4/4

3/3

1/1

3/3

3/3

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.
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.
MASTERIES
1/1

3/3

4/4

1/1

2/3

3/3

1/1

3/3

4/4

2/2

4/4

1/1

1/1


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.
Expanded Mind + Meditation is for the small boost in mana and mana regen in order to allow you to spam skills more often.
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...)
MASTERIES
1/1

3/3

4/4

1/1

1/1

2/3

3/3

2/2

3/3

1/1

3/3

1/1

4/4

1/1


Balanced Hecarim/Jungle


Ravaging Runes




RUNES

Greater Mark of Alacrity
9
Greater Seal of Resilience
9
Greater Glyph of Shielding
9
Greater Quintessence of Swiftness
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 Desolation
9
Greater Mark of Strength
9
Greater Mark of Alacrity
9
M
A
R
K
S
spa
Greater Mark of Desolation: Really good for Hecarim. These make auto-attacks, Devastating Charge ,and Rampage do a lot more damage. As these are our main damage out-outs, these make for excellent marks. (My Choice)
Greater Mark of Strength: These work almost exactly like the Greater Mark of Desolations, however with an added bonus of a faster jungle speed and making farming easier. The downside vs. Greater Mark of Desolations is that armor penetration will make auto-attacks and skills hit harder than attack damage will.
Greater Mark of Alacrity: This is an excellent pick despite it's 'unpopularity'. I use these for a faster jungle speed however I use the armor pen for the lane. Since I jungle a majority, I have these as my 'Usual Runes'.(Jungle Choice)
spa
M
A
R
K
S

RUNES

Greater Seal of Resilience
9
S
E
A
L
S
spa
Greater Seal of Resilience: Needed. Tons of armor early game, these are necessary.
spa
S
E
A
L
S

RUNES

Greater Glyph of Shielding
9
Greater Glyph of Alacrity
9
G
L
Y
P
H
S
spa
Greater Glyph of Warding/ Greater Glyph of Shielding: Best when used in combination with Greater Seal of Resilience. Good for gaining some survivability from those pesky casters. Excellent choice overall. (My Choice)
Greater Glyph of Alacrity: Good for increasing jungle speed however I feel that they are lacking some power.
spa
G
L
Y
P
H
S

RUNES

Greater Quintessence of Desolation
3
Greater Quintessence of Strength
3
Greater Quintessence of Swiftness
3
Q
U
I
N
T
S
spa
Greater Quintessence of Desolation: Same reason as the mark version. More damage.
Greater Quintessence of Strength: Same reason as the mark version. Easier farm / faster jungle speed.
Greater Quintessence of Swiftness: Excellent runes for getting around the battlefield faster. Also great for chasing down enemies. I highly suggest these runes, as they will also increase your damage passively. Synergises well with Hecarim fairly well overall. (My Choice)
spa
Q
U
I
N
T
S


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


Incredible Items













spaceArmorspacespac



spaceResistspacespace


spaceHealthspacespace


spaceDamagespacespa



spaceAtk Spdspacespac











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.


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.


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.


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)


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 :)


"Viewer Pics"




Myself


Guide Top

Masteries

space
Cons



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


Malevolent Masteries





MASTERIES
1/1

3/3

4/4

1/1

OFFENSE
Brute Force: Extra damage, easy way to get to the next level in the tree.
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.

MASTERIES
1/1

2/3

3/3

2/2

3/3

1/1

DEFENSE
Hardiness: Great for early game survivability. These are essential for jungling.
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.

MASTERIES
3/3

1/1

4/4

1/1

UTILITY
Good Hands: As always, this is vital if you decide to spec in the utility tree. It can mean the difference of saving a tower, saving an ally, or getting a kill, etc etc etc.
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.


MASTERIES
1/1

3/3

4/4

4/4

1/1

1/1

3/3

3/3

1/1

3/3

1/1

4/4

1/1


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

3/3

4/4

1/1

3/3

3/3

4/4

3/3

1/1

3/3

3/3

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.
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.
MASTERIES
1/1

3/3

4/4

1/1

2/3

3/3

1/1

3/3

4/4

2/2

4/4

1/1

1/1


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.
Expanded Mind + Meditation is for the small boost in mana and mana regen in order to allow you to spam skills more often.
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...)
MASTERIES
1/1

3/3

4/4

1/1

1/1

2/3

3/3

2/2

3/3

1/1

3/3

1/1

4/4

1/1


Balanced Hecarim/Jungle


Ravaging Runes




RUNES

Greater Mark of Alacrity
9
Greater Seal of Resilience
9
Greater Glyph of Shielding
9
Greater Quintessence of Swiftness
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 Desolation
9
Greater Mark of Strength
9
Greater Mark of Alacrity
9
M
A
R
K
S
spa
Greater Mark of Desolation: Really good for Hecarim. These make auto-attacks, Devastating Charge ,and Rampage do a lot more damage. As these are our main damage out-outs, these make for excellent marks. (My Choice)
Greater Mark of Strength: These work almost exactly like the Greater Mark of Desolations, however with an added bonus of a faster jungle speed and making farming easier. The downside vs. Greater Mark of Desolations is that armor penetration will make auto-attacks and skills hit harder than attack damage will.
Greater Mark of Alacrity: This is an excellent pick despite it's 'unpopularity'. I use these for a faster jungle speed however I use the armor pen for the lane. Since I jungle a majority, I have these as my 'Usual Runes'.(Jungle Choice)
spa
M
A
R
K
S

RUNES

Greater Seal of Resilience
9
S
E
A
L
S
spa
Greater Seal of Resilience: Needed. Tons of armor early game, these are necessary.
spa
S
E
A
L
S

RUNES

Greater Glyph of Shielding
9
Greater Glyph of Alacrity
9
G
L
Y
P
H
S
spa
Greater Glyph of Warding/ Greater Glyph of Shielding: Best when used in combination with Greater Seal of Resilience. Good for gaining some survivability from those pesky casters. Excellent choice overall. (My Choice)
Greater Glyph of Alacrity: Good for increasing jungle speed however I feel that they are lacking some power.
spa
G
L
Y
P
H
S

RUNES

Greater Quintessence of Desolation
3
Greater Quintessence of Strength
3
Greater Quintessence of Swiftness
3
Q
U
I
N
T
S
spa
Greater Quintessence of Desolation: Same reason as the mark version. More damage.
Greater Quintessence of Strength: Same reason as the mark version. Easier farm / faster jungle speed.
Greater Quintessence of Swiftness: Excellent runes for getting around the battlefield faster. Also great for chasing down enemies. I highly suggest these runes, as they will also increase your damage passively. Synergises well with Hecarim fairly well overall. (My Choice)
spa
Q
U
I
N
T
S


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


Incredible Items













spaceArmorspacespac



spaceResistspacespace


spaceHealthspacespace


spaceDamagespacespa



spaceAtk Spdspacespac











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.


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.


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.


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)


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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