Hecarim Build Guide by xTin0x
Build 1 (Cheat Sheet)
Champion Build: Hecarim
| Health | 4100 |
| Health Regen | 83.5 |
| Mana | 1330 |
| Mana Regen | 26.3 |
| Armor | 220.69 |
| Magic Resist | 207.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 10 |
| Attack Damage | 143.4 |
| Attack Speed | 48.955 |
| Crit Chance | 20%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence

1
3
5
7
9

2
14
15
17
18

4
8
10
12
13

6
11
16

Mastery Tree Is Outdated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
Guide Table of Contents
Introduction
Hello Summoners and welcome to my very first guide in which I'll be covering some of the most important aspects of
Hecarim, one of the newest additions to the League. All your support and feedback is greatly appreciated, so if you think that something is missing from this guide, or if you have a suggestion to improve it just drop it in the comments section below. Thank you :D.
xTin0x
Pros / Cons
I'm pretty sure that you guys can tell there are a bunch of good reasons to play
Skill Explanation and Skill Sequence
Let's start off with a detailed explanation of his skills.

Warpath
This ability allowsIt also gives him a huge advantage: as he increases his movement speed with items such as

Rampage
This is the skill that you'll be using the most for sure.Although its efficiency against minions and neutral monsters is lowered by 50%, it is still your best weapon against minion waves alongside
I would recommend using it BEFORE auto-attacking while
Its use in teamfights is imperative. Try to position yourself in a way in which you would hit as many enemy champions as you can, and use it wisely when chasing any runners, since you might lose an opportunity to get a kill for miscalculating its range.

Spirit of Dread
This skill will most likely keep you alive during most teamfights, and will allow you to stay in lane for longer than the average solo-top.Use this skill as often as you can if you're missing HP, but make sure to have it available for teamfights, as the damage it does helps your team and heals yourself, allowing you to survive for longer. Also, just like

Devastating Charge
This skill will definitely save your life more than once, as well as get you and your team solid kills.It's highly recommended that you don't stop moving after activating this skill to deal as much damage as possible in your next auto-attack. This is a great tool to initiate team fights, alongside
It's of great importance that you always use this skill to push enemies towards allied champions and/or turrets, if possible. In a chase situation try to position yourself in front of the enemy champion, and don't forget to cast
Don't be afraid to use this skill for its movement speed bonus, this can save your life in many situations, or help you make it just in time to save/wreck a turret. Don't abuse it though, keep it available for team fights in which it'll become a crucial advantage for your team.

Onslaught of Shadows
This is one of your deadliest tools, use it wisely.I personally save this skill almost exclusively for team fights, since it's by far the best way to initiate. Your team can pick up easy kills if you use this correctly. Targeting the AD/AP carry with this skill is really important, followed by
As soon as you land use
It is NOT recommended to use this skill to pick up single kills, nor in chase situations. On the other hand, it is HIGHLY recommended to use it for stealing neutral monsters such as Baron, Dragon or maybe even Blue Golem/Red Lizard.
It can also be used to get away from a dangerous situation, although it's recommended to hold it for as long as you can, use it only as a last resort.
Skill Sequence
My reasoning behind this skill sequence is the following.
On the other hand, you can take
I decided to max
Runes
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
||||||||||||
The runes I recommend using for this champion are fairly standard. In fact, I use this rune set-up with most of my tanks and off-tanks. But
Since this is just a GUIDE, I encourage you to try your own rune set-ups. I consider Greater Quintessence of Desolation and
Summoner Spells
Let's divide this section into two different sub-sections, Recommended Summoner Spells vs Useless Summoner Spells.
Recommended Summoner Spells
Ghost works amazingly well with
Flash is by far one of the most versatile Summoner Spells in the League. This summoner spell can be used by a wide variety of champions and it's never a disadvantage to have. Specially good to escape from sticky situations or to catch up to those sneaky runners.
Teleport can be extremely useful if you are solo laning, allowing you to be back in your lane in no time if needed. If wards are rightly placed it can also serve as an ambush tool, or allow you to backdoor enemy turrets.
Exhaust works great with
Heal is a must-have for aggressive tanks and off-tanks. Its use while tanking the enemy team is a great advantage that can buy your team enough time to pick up some kills. You can also use it to save your team mates if necessary.
Cleanse is also a great Summoner Spell for tanks and off-tanks, it allows you to get away from dangerous situations with ease. It'll come in handy whenever you get pinned down by multiple champions and their CC. It works great paired with
Ignite is well known for being a deadly spell. It can help you pick up kills on sneaky champions that might try to get away, and it's a great tool to disable enemy champions, specially those with big amounts of lifesteal (and in some occasions spellvamp, AKA Useless Summoner Spells
NOTE: These spells are NOT entirely useless, but I wouldn't use them with
Revive is a fairly decent spell on many champions, but there are better options. I'll explain why I don't like this spell for
Surge is great for DPS champions and AP based casters. Sadly, you won't be needing any of the bonuses that this spell gives you.
Clarity has always been to me a completely useless Summoner Spell. It's good for the first 10 minutes of the game, it helps you push non-stop early game, but once you enter the mid-game stage, when you already have a
Promote is fairly decent to keep the pressure on during early game, but just like Situational Summoner Spells
Smite is the choice you would have to make if you decide to play as a Jungler, it is a MUST for jungling
Clairvoyance is a spell you could choose if you notice you don't have a support champion in your team, and if you feel like you can sacrifice one of your offensive spells for the team. Hopefully you won't have to get this spell in many games, but if you happen to be in ranked solo queue and you have no support, or he decides not to get Choosing your Summoner Spells
Choosing the correct pair of Summoner Spells is very important, and it can be what defines how helpful you'll be in the battlefield. I personally think that the formula to pick your spells should be:
UTILITY SPELL + OFFENSIVE SPELL
In the particular case of
Recommended Combos
My personal favourite, it's great for teamfights and chase situations. It also gives
Similar to the first.
Since
A bit over the top but it's great if the enemy team has powerful disables. Use
This combo grants great mobility, there's not much to say about it.
Combo used mostly to initiate teamfights if you don't have your
Great combo for ganks, it gives you a way to position yourself for the ambush quickly and a way to keep up to any sneaky runner.
Used for "hit n' run" initiations. Jump in with
I don't have much to say about this one. Just
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Registration Open
|
|
Dominate TT #11
Registration Open
|
|
Dominate Dominion #57
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (1)




