Hecarim Build Guide by SirAza
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Lets talk a little about Hecarim the Shadow of War this champion is really mobile has nice sustain and some CC these 3 factors really make him in my opinion a good solo top.
This guide well help you play with Hecarim in top lane i tried out this build several times and i never completely failed a game so i think its a viable build
9 X Greater Mark of Desolation
9 X Greater Seal of Resilence
9 X Greater Glyph of Warding
3 X Greater Quintessence of Swiftness
These Runes really worked well for me, the marks are self explanatory same for the seals
for glyphs i really prefer Flat MR rather than MR/lvl.
MR given by runes is really useful early game with runes rather than getting a lousy 24.3 at lvl 18, your items will be far more useful giving MR rather than runes at that lvl
For Quints i go for purcentage mouvement speed these quints are a good balance for Hecarim's passive and gives good mobility early game where you will really need to just go in poke and get back out.
I really think a 9/21/0 is a good masteries page for Hecarim as playing Solo top because it gives you this tankiness you need as a off tank but still keep some good damage output, tho i am quite sad not to get the "swiftness" skill in utility page as it would surely boost his damage early game with his passive
Your first item will off course change each game
Against AP Damage :
Against AD Damage :
As soon as Possible against AD top + AD jungle
As soon as Possible
will make you basically invincible to mid game AP, and the extra lifesteal to W will make your sustain even more crazy.
Phage should be your first real dps item, after wriggles. A combination of phage, spirit visage, ninja tabi, and wriggles lantern on Hecarim + red buff will be a force in the early to mid stages of the game.
somewhere between phage and tri force will make you very strong versus any kind of AP damage, don't upgrade it until you have completed tri force.
is basically a core item on Hecarim. Because of his fast cooldowns on his abilities, you will be shifting a TON and make lots of use of the proc.
might want to upgrade your tabi to mercs in the later stages of the game if you feel you are getting focused with all the enemy cc.
After this point the items become really situational :
If carry AD hurts you get a and maybe get after
If AD Damage hurts you go for
If AP Damage hurts you go for or
i tend to prefer the Banshee
If the Game really lasts a long time i tend to sell my Wiggles for
and should be upped together first cause this way it keeps a good balance between sustain in lane and damage output.
1 point in at level 3 or 4 is enough just to obtain the bump and the speed needed to engage a fight
Of course put a point in as soon as possible
I tend to go for
but other options are possible :
is a good choice depending if you think your team will need you to join them fast in team fights or to do a Dragon
This could be a good choice too but only if you think you wont be able to kill the ennemy solo top player. this will help with jungle ganks and keep your lane safe from dying
Thats it Folks ;)
Hope you will like my guide and of course if you have any questions or suggestion put in the "comment" section and i ll try to respond to it
Have Fun & Good Luck ;)