Hecarim Build Guide by blastantir
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Not Updated For Current Season
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.
1) i'm sorry for my written english, i don't use it so much, so i know i'm not writing very well.
2) I have played a lot of jungler in intensive way, in order:
and finally Hecarim makes me fall in love :P
3) This is my first guide and i know it is not very complete.. i hope i can help someone to play this fantastic jungler anyway.
Pros / Cons
high sustain with w
high damage early ganks
has a displacer spell
nice damage with a tanky build
mana hungry early game
Hecarim ignores unit collision and gains bonus attack damage based on his bonus movement speed.
This passive is usefull for your jungling role, cause it helps you in your ganks. Do not under rate it. The bonus damage is nice, but nothing more.
Tips and Tricks
benefits from all movement speed bonuses, including those provided by items, Ghost, and Devastating Charge.
Hecarim damages all nearby enemies with attack damage. This cooldown is reduced each time it is used in succession.
This skill is your main damage source in mid and late game. It has a short CD and this is nice cause you are building a Sheen/ Trinity Force. Try to use it as much as possible while facing an enemy.
Hecarim creates an aura around himself damaging nearby enemies and healing himself a portion of this damage. Healing has a cap on minions.
I love this skill, cause it grants you a lot of sustain while jungling and team fighting. In early game it does a good damage is maxed first and will makes you a big scary thing for the enemy team.
Tips and Tricks
Spirit of Dread restores health when nearby enemies take damage, including damage dealt by allies. Cast this during a large fight to maximize Hecarim's survivability.
When jungling as Hecarim, be sure to use Smite while Spirit of Dread is active, to gain a small burst of healing.
Hecarim steadily gains increasing movement speed and deals bonus damage (depending on how far Hecarim traveled) along with a knockback.
Nice skill, it will help you a lot while ganking. It gives you a movement speed boost and allow you to throw your enemy away from his escape root.
Tips and Tricks
Devastating Charge deals more damage based on the distance traveled. Try using Onslaught of Shadows or summoner spells such as Ghost or Flash to maximize this damage.
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.
Really a good skill. It does a nice AOE damage and is usefull for initiate a team figth or for stop a running enemy. Try to targer the enemy that you want to kill first with the fear effect and hit as much enemies as possible with the riders.
If you want to gank at lv.3 choose Devastating Charge as lv.3 skill. If you will gank at lv.4 so choose a second Spirit of Dread as lv.3 skill.
In my opinion Spirit of Dread should be maxed first cause it helps you to maintain your health high having anyway a good damage output.
Ghost i like it cause it adds some damage to your E and autoattacks and helps in early ganks
Flash can replace Ghost if you don't like it. In this case you should move a mastery point from Summoner's Wrath to Summoner's Insight and from Improved Recall to Runic Affinity ( 0/21/9 )
Tough Skin + Bladed Armor + Indomitable : theese will help you jungle a lot.
Initiator + Swiftness : theese help you in gank and give you some little bonus damage
Greater Mark of Attack Damage: give you early damage.. nice for jungle.
Greater Seal of Armor: early armor.. a must have for jungling.
Greater Glyph of Scaling Magic Resist: some MR mid and late game.. i think this rune is very nice.
greater quintessence of desolation: in my opinion a must have. you NEED IT for jungling cause of the creep's armor.
Wriggle's Lantern: you MUST HAVE this item cause it provide you armon, lifesteal, damage and first of all free wards for your jungling.
Boots of Swiftness: this boots give you a lot of speed and give some little bonus damage too, i like it very much.
Trinity Force: this is a must have too. It is amazing for hecarim and give him all stats that he needs.. plus a great bonus to your Rampage thanks to his passive. just take it ;)
If you want some more damage take an Atma's Impaler instead of Frozen Heart.
If enemy team has a lot of CC or Magic Damage you should replace Boots of Swiftness with Mercury's Treads
If the game is going long replace an item with a Hextech Gunblade.. this is very nice for hecarim and will give you a lot of damage and sustain.
In my opinion Randuin's Omen is a nice item for hecarim. It gives you armor, cdr, healt, a nice active and Heart of Gold gives you some bonus gold.
If you need some more damage ( again??? ) so you can take a The Bloodthirster. But i think that TF+HG are really enought.
A nice build could be Frozen Mallet+ Atma's Impaler.. but i think that Trinity Force is too much good and you really should take it.
2) Mana Golem
gank if possible
How to gank
1) go in brushes of just behind of them
2) press Ghost + Devastating Charge and run behind the enemy ( try to cover as distance as possible with Devastating Charge before hitting your enemy ).
3) when u reach the enemy trow him far from his escape root and active Spirit of Dread, so spam Rampage
Ulti) Onslaught of Shadows can be used for initiate the gank for higher damage of your Devastating Charge and for more CC, or ( my choice ) you can save it for a second CC in case the enemy is trying to escape.