Hecarim Build Guide by TomLaird

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.

League of Legends Build Guide Author TomLaird

Hecarim - Gank This!! (Hybrid Jungle Carry)

TomLaird Last updated on April 20, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 12

Strength of Spirit

Utility: 9

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Welcome to my first build on Mobafire, this is the first time I've done this and it's a WIP so go easy on me! I will be adding more sections as I play more and find the time to update it.

I haven't played Hecarim that much as he's just been released so this is all likely to change within the next week or so. But as for now I have created a guide based around a set-up that I have had great success with, and is a lot different to most other Hecarim builds, focusing more on offense than a mix of defense and offense.

Please don't down-vote me without having read the whole guide, and if you still want to, please explain why!

Without further ado, here we go!

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Pros / Cons

Pros / Cons


+ Extremely fast
+ Good sustain in fights
+ Fantastic ganker
+ Good chase/escape moves
+ Great jungler
+ Looks bad-***!

- Slow starter
- Very item-dependant
- No defensive skills/shields
- No ranged attacks
- Easily focused
- Blue-buff dependant early game

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Greater Mark of Armor Penetration

Greater Seal of Armor

Greater Quintessence of Movement Speed

Greater Glyph of Scaling Magic Resist

  • Greater Quintessence of Movement Speed: These are essential on Hecarim in my opinion, as we get some good early game speed to help with ganks and for moving around the jungle quicker. You also get some bonus damage from these.
  • greater mark of Desolation: Great for dealing extra damage to champions and minions, and also helps with late game when people start getting some armour.
  • Greater Glyph of Magic Resist: Take these instead of the ones listed above as they're not on the list to choose from for some reason, good to have some magic resist when you're ganking mid early-game.
  • Greater Seal of Armor: Helps with sustain in the jungle and when ganking.

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These mastery choices were taken from the Champion Spotlight, I haven't really had time to play around with different set-ups, but it's served me well so far, a few points in offense, a lot in defense to make up for the lack of defensive items we'll be building, and some points in utility to get better summoner spells and longer buff duration.

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Summoner Spells

Summoner Spells

I've seen a lot of people taking Flash on Hecarim and their reason for this is that he already has a short range ghost on his Devastating Charge. However, I think ghost is better for ganks and also gives you a bit of extra damage while doing so, due to Hecarim's passive Warpath. However, if you feel more comfortable taking Flash for quick escapes or distance closing, feel free!
We take Smite as we're jungling, it is essential, even if you think you can jungle without it, it speeds up your jungling and is very useful when being contested for Dragon/Baron, or quickly stealing an enemy buff.

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Skill Explanations

Ability Explanation

  • Warpath: This is a fairly good passive, granting attack damage from any movement speed on top of Hecarim's base. This means that items which grant bonus movement speed such as Trinity Force or Lich Bane synergise very well with Hecarim.
  • Rampage (Q): This move is our bread and butter for the jungle and any sustained fight due to its low cooldown and area-of-effect damage, try to use this skill to kill the last creep in a camp before heading to the next, in order to keep the low cooldown. Take this as your first skill.
  • Spirit of Dread (W): I take a point in this at level 2, useful for clearing minion camps and waves, and getting a bit of health back. This skill is very powerful in team-fights once you have a bit of ability power, as the health granted to you is based on any damage an enemy takes from any source within its range. Try to have this active when you use smite, as you'll get a nice chunk of health back!
  • Devastating Charge (E): Take a point in this at level 3 if you want to gank early, as its excellent for quickly closing the distance and knocking an opponent towards your turret. However, I max this skill last, as it's mostly useful for the utility it provides, rather than the damage.
  • Onslaught of Shadows (R): Hecarim's ultimate, take a point in this whenever you can, as it is excellent for team-fights, chasing, escaping, or just dealing extra damage to an opponent. It does have a rather long cooldown though so make sure you use it to its full potential.

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This is the part where most people will say "What the hell are you building?", and they may be right, however, I have had a lot of success building a more offensive Hecarim, because the way I see it, he has no defensive abilities what-so-ever, instead they are offensive moves which scale off attack damage ( Rampage & Devastating Charge), and ability power ( Spirit of Dread & Onslaught of Shadows).

Therefore my suggestion is to build a hybrid Hecarim, as a full on damage dealer rather than a mediocre jack of all trades, master of none, which is how I see a lot of the other builds. Hecarim is a master of the chase, it is almost impossible to escape him, so why not play to his strengths, and adjust your playstyle accordingly, rather than compensate for his weaknesses? It's almost like building Warmog's Armour on Ashe, you wouldn't do it, because if you find that you need it, you're playing her wrong!

Anyway, you can try the build and see for yourself, so on to the item build!

  • : We start with Cloth Armour and 5 Health Pots, this is a standard start for our jungling route; nothing special, but it gives us some nice early armour , usefull against minions and champions when ganking, and will build into our Wriggle's Lantern
  • : Get this item next as we already have some early movement speed from our Quints, ghost, and our Devastating Charge for early ganks, and this item gives us some nice Attack Damage and Armour for effective ganks and clearing our Jungle (and the enemy's) quickly

  • : Grab these on your next visit to base, as ideally you should have a kill by level 3/4 on your first gank, or at least an assist, but don't upgrade the boots until you have completed your Wriggle's Lantern. They also give us a little bit of Attack Damage, which is always good!

  • : This should be our first item as a Jungler, Armour, Attack Damage, Life-Steal, and a nice passive and active is everything we need to gank effectively, ward the map and clear our jungle super-fast!

  • : You may want to swap these boots out for Mercury's Treads, as they are excellent boots, however, this is an offensive build and we benefit hugely from the extra attack speed, which once again grants us faster jungling.

  • : This item is so good on Hecarim due to the insanely low cooldown on Rampage, which will have you proc-ing Sheen's passive all over the place, and it builds into either Trinity Force or Lich Bane. It also gives us a bit more mana in case we have to give the Blue Buff to our AP Mid.

  • or This is a personal choice, as Lich Bane is cheaper than Trinity Force, but still gives us a nice passive proc on our abilities, however as we are not fully AP, Trinity Force is probably the better choice, it's just very expensive, you get what you pay for, so make your own choice here. That being said, Lich Bane gives us 80 Ability power, which is great for our ultimate and our W which we use for massive sustain in team fights.

  • Now we have a good base of movement speed, Armour, Magic Resist, Attack Damage and Ability Power, we need to increase our damage in fights. This item is brilliant as it gives us more Attack Damage and Ability Power, and a very nice passive that allows us steadily increasing Attack Speed and Ability Power throughout a fight; great for farming, great for killing!

    I always find at this stage in the game you're often "out-of-book", meaning your item choices from now on depend on how the game is going, who's fed on the enemy team, and whether or not you are taking mostly magic or attack damage. So as with any build, feel free to swap some items around depending on whether you need more survivability, or if you're fed and dominating, build more damage. So the order of these next items is totally up to you.

  • This synergises well with Hecarim, being a melee fighter, and also works well with his W . Pick up a Sunfire Cape and you will have some nice Armour, Health, and with your W on you'll be dealing upwards of 100-150 damage per second to nearby enemies!

  • Once again this item has everything we need, some nice life-steal and spell vamp combined with our W (again!) you will be unstoppable in team fights, so long as you're not being focused 5v1. Buy Hextech Revolver first if you've levelled up your W above your Q , as you want to play to your strengths as your W move deals Magic Damage, meaning you'll benefit more from the spell vamp here. Build the Bilgewater Cutlass first if you've levelled up your Q or E.

    These next items will replace your Wriggle's Lantern, and are late game items.

  • or At this point, assuming the enemy hasn't surrendered already, you are going to want to choose between more Ability Power for your W and R or Attack Damage for your Q and E . If it looks like it's going to be a long one, you may want to grab Rod of Ages, due to the gradually building Health, Mana and Ability Power. However, RCP does have a slow which will be incredibly useful while chasing down those fleeing cowards from team-fights!


  • or At this point some people on their team may be doing just a bit too much damage, and you want some more health or armour, take your pick from either one of these two. The slow from Frozen Mallet is very nice, just like RCP, but the armour and crit-strike from Atma's Impaler may suit you better.

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My route for Jungling starts at the Blue Buff, get your mid hero to pull and then your top hero to help you bring it down to about 1/2 health, this isn't necessary, but it saves you a health pot, allowing you to gank earlier and/or stay in the jungle for longer without having to go back to base. Smite it once it gets down to about ~450 Health and move on.

Next you want to take a look at your top/bot lane depending on which is closer to your Blue Buff (this will change if you're on the Blue or Purple team) and see if they are pushed all the way to their tower and are almost dead. Unlikely, but it does happen, this is a good time to take a trip up/down there and scare them off/deal some damage. You're unlikely to get a kill at this point, but if your team-mate has enough health/CC you may be able to.

However, DO NOT DIE at this point, as you will lose your blue buff or even worse give it to the enemy, which will screw up your Jungle and leave you lacking in XP and Farm so be careful.

After Blue go to Wolves, and drink a health pot, then Wraiths, then check mid to see if they are in need of some help. Same thing applies here, DO NOT give the blue buff to their mid hero, this will probably lose you the game. You're only looking to scare them off if they've pushed the lane.

After this I go to the two Golems and smite the big one, make sure you have your W on when you do this to get some health back. Check Bot/Top at this point as by this time someone should have pushed the lane, and if it's the enemy you can take a point in E and go for a gank.

If you're sucessful and have enough health left, go and take the Red buff as your smite should be back up, check mid again, then go back and get your Madred's.

As a jungler you need to be constantly checking all the lanes to see if they are being pushed by the enemy and punish them if so. You can always come in for a gank, and if they get back to their tower, they will often, once you've left, continue to push thinking you've gone, at this point you can come back in for another gank. Really make them fear an attack from you at any point.

I find this technique has a high chance of getting you some kills early on, just don't hang around for longer than 10-12 seconds waiting for a gank, as this is how you lose out on XP and Farm and fall behind which is NOT what you want.

As a side-note, always check to see where their Jungler is (if they have one) and check to see if you can take a camp or two off him while he's elsewhere, as this will really set him back, especially if it's their blue buff.

Also, if you are being counter-jungled, use your wriggles or buy a ward and put it in the bush next to your blue buff, and co-ordinate with your mid hero to take him down if he gets cocky!

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Gameplay & Tactics

  • When charging an enemy with your E , try to position yourself in front of them with your extra movement speed, and then knock them backwards towards your team/tower, this will make them lose ground and help your team pick up the kill, rather than pushing them further away, as you'll usually be the one in front.

  • When charging an enemy with your E start spamming your Q move AS SOON as you're in range of the enemy champion or even his minions, this will help to get the lower cooldown going, give you some life-steal if you need the health, and also give you higher DPS rather than waiting for you to hit them with your charge.

  • If you find yourself getting into a team-fight or you're leading the charge into one, try to leave your W until everyone else jumps in, as you may have lost some health by initiating, but you will get it all back once your team jumps in via you W, just make sure it's up!

  • Even though it's tempting, try not to use your E just to get around all the time, as it has such a long cooldown, you may find yourself in a situation where you really need to save a team mate nearby from a surprise gank, and it's not up. I find it's good to use it to get back to the field after going back to base, as it's usually back up before you get anywhere where you might need it. Just keep that in the back of your mind.

  • Use E in conjunction with Ghost for a MASSIVE speed boost, I have used this and got up to 700 run speed before!!!

  • The direction in which you use your ultimate is important, as the fear that enemies receive will push them away from you, so make sure you land in front of them for them to run back towards your team.

  • When attacking a fleeing enemy, try to keep Hecarim moving along side your enemy between auto-attacks by giving him move commands along side the enemy champion. This will help you to keep up with the enemy.

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Well that's all I've got for now, I may update this in the future once I've played him a bit more, but I hope this has made sense for you and you have as much fun playing with this build as I do!!